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Newb Defense League III [locked because remake]


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I was thinking a fox, I guess I'm different. But that is alright, its up to you all.

 

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Bout the EBI Deck, It is improbable, but not impossible, as I do not believe in the extent of impossible, but I will still try to make it as an FTK. But I thought I might ask. But thank you, have a good day.

 

There is no fox geoglyph, since vulpines aren't found in South America.

 

 

I'm on vacation and enjoying it. :P

 

I'll read your fic now, Max.

 

Lucky you.

 

The fic is still not ready. I'm back at uni; so I don't have a lot of free time.

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@Max: oh, well, its just a card, I wasn't following the geoglyphs there, just the acient Incan ones, and I think there is a vulpine geoglyph, but do not quote me on that.

 

Also, will you go to my Apec Kitsa thread, apparently people think that a monster with 2500 ATK/DEF with 6 stars that require 2 tuners + 1 or more light-monsters with effect of, Once per turn, you can destroy 1 card on the field is op'd. You know what is op'd and up'd, will you explain it to them for me. Sure, it might be a little bit powered up, but not op'd as hell as a list of cards I could give that which would beat the cards head I made into a tiny little melon and say get the heck out of here.

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@Max: oh, well, its just a card, I wasn't following the geoglyphs there, just the acient Incan ones, and I think there is a vulpine geoglyph, but do not quote me on that.

 

...Nazca is in South America...

 

 

Also, will you go to my Apec Kitsa thread, apparently people think that a monster with 2500 ATK/DEF with 6 stars that require 2 tuners + 1 or more light-monsters with effect of, Once per turn, you can destroy 1 card on the field is op'd. You know what is op'd and up'd, will you explain it to them for me. Sure, it might be a little bit powered up, but not op'd as hell as a list of cards I could give that which would beat the cards head I made into a tiny little melon and say get the heck out of here.

 

I'll have a look in a bit.

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@GW: The seasonal shop isn't really a good idea. Since most people wont things all year round. And if they can't get it in your shop they'll just go somewhere else.

 

Effect: While you control 2 or more Insect-Type monsters, once per turn, if you or your opponent either player Special Summons 1 or more monsters, send cards from the top of both player's Deck to their Graveyards equal to the number of cards Special Summoned this turn.

 

Sounds like a decent Insect Mill stragety, I gues your planning this to be used in Spider Decks?

 

@Delano: Corrupted Commander

The 1st thing that crossed my mind was Infernity, however it's last effect makes this nearly impossible. Then I though Blackwings would absolutely adore this, thier easy swarm powers make this way to easy to Summon. Combined with its protecting effect it shurely is a force to recon with.

 

android commander

This seartenly is something different, its returning effect reminds me a lot of WIND/Winged Beast monsters, while also being usable with Machines.

Well I gues it's quite ballanced, even though I don't really know a lot of WIND monsters.

hey ppl can i get some extra feedback on these

 

[spoiler=Divine Commander]

149777.jpg

lore: 1 LIGHT tuner + 1 or more Non-Tuner LIGHT monsters

Once per turn, reveal 1 LIGHT monster in your hand than add 1 LIGHT monster whose level is equal to or less than the revealed monster to your hand. Than shuffle the revealed card into your Deck. While there is another Face-up LIGHT monster except "Divine Commander Ligrumis" the effect of your Traps cannot be Negated by an opponent's monster effect. During each of your End Phases, reveal 1 LIGHT monster in your hand or destroy this card.

 

[spoiler=Beast Commander]

149777.jpg

1 Beast-Type or FIRE tuner + 1 or more Non-Tuner FIRE or Beast-Type monsters

Once per turn, shuffle 1 Beast-Type or FIRE monster i in your hand nto your Deck to destroy 1 card your opponent controls. While you control another Beast-Type or FIRE monster except "Beast Commander Tigazium" Beast-Type and FIRE monsters you control are unaffected by your opponent's Trap cards. During each of your End Phases, reveal 1 Beast-Type or FIRE monster or destroy this card.

 

 

[spoiler=Corrupted Commander]

149777y.jpg

1 DARK tuner + 1 or more Non-Tuner DARK monsters

Once per turn, you can discard 1 DARK monster in your hand to remove from play 1 card your opponent controls. While you control another DARK monster except "Corrupted Commander Dazinca" all DARK monsters you control cannot be destroyed by effect of Spells. During each of your End Phases, reveal 1 DARK monster in your hand or destroy this card.

 

 

[spoiler=android commander]

149777t.jpg

1 WIND or Machine-Type tuner + 1 or more Non-Tuner WIND or Machine-Type monsters

Once per turn, select 1 card you control and 1 card your opponent controls return those cards to the respected owner's hand. While your control another WIND or Machine-Type monster except "Android Commander Wichelus" neither player can Special Summon more than 2 monster per turn. During each of your End Phases, reveal 1 Wind or Machine-Type monster in your hand or destroy this card.

 

 

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Divine Commander Ligrumis

 

What I think I can easily compare this to is "The Splendid Venus" which in many ways is better and easier to summon than this card (Think "Valhalla, Hall of the Fallen" + "Celestial Transformation" and then tribute two Special Summoned monsters to get "Venus" out). On your first turn, "Venus" is certainly easier to get out. Now, for the effects. "Venus" drains your opponent's monsters and also provides blanket protection for both your Spells and Traps.

 

This on the other hand allows you switch around the cards in your hand for more favored ones, which is alright; but since you'll be carrying multiple copies of the best Fairy monsters, there's a high chance you'll have what you need in your hand for long enough to get comfortable. And if not, the large Trap arsenal a Fairy user has will keep your monsters/Life Points safe for a while.

 

As for the negation effect, it needs another LIGHT monster to sustain the effect and is rather situational protection. Also, you need to reveal a monster in your hand to keep it on the field. It could work with "Lightsworns", but since they have so little use for Synchros, it's an unlikely prospect. Therefore, there are two uses for this card. "Counter Fairies" and "Fableds". Now, the "Fableds" seem like a good use of this card, since it is able to switch around Tuners, non-Tuners and the right discard effects. And the end-of-turn reveal is not a real problem since your opponent knows which monster you added to your hand.

 

Where it falls into problems is that the "Fableds" have a nasty habit of discarding all the monsters in their controller's hand to either Special Summon themselves or activate their effects, leaving this to detonate at the end of your turn. The other problem is that the "Fableds" use a full Extra Deck. Adding this means one of their Synchros or a splashable Synchro has to be removed, which might spoil the balance of the Deck. So it's useable, but better Sided for use against an opponent you know uses a lot of monster effects.

 

With the "Counter Fairies", a problem there is that it's difficult for the "Counter Fairies" to get Level 9 and 10 Synchro monsters out, due to their Levels (a majority being Level 4). So, it's either a pair of them and a Level 2 Tuner (again, not many), which drains your field presence, something vital for "Sanctuary" Decks. The final, huge problem is that, for example, you use "Hyper Synchron" and "Majestic Mech-Ohka" to Synchro Summon "Ligrumis", you could easily use those two monsters to Tribute Summon "Neo-Parshath, the Sky Paladin" and get a powerful drawer with huge ATK onto the field.

 

It also has competition from "Ancient Sacred Wyvern" and "Avenging Knight Parshath", the other two Fairy-Type Synchros. Both have very good effects for their levels, and both help the "Counter Fairy"/"Sanctuary" mythos. This is again useable, but a problem since it cannot provide draw power, LP-gain/protection, piercing damage or a Special Summon effect; the four major effects the "Sanctuary" cards rely on.

 

Overall, this card is good. I like its image and selection of effects and the fact it can rearrange your hand to suit the situation, but its big weakness is that in any Deck that could find a use for it, it can't be used because of its Level and reliance on the controller's hand.

 

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Beast Commander Tigazium

 

"Flamvells" instantly spring to mind here, not Beast-Types. As in, forget the fact that it's a Beast-Type monster and requires Beast-Type materials, and simply focus on the FIRE aspect. "Flamvells" already have a Level 7 Synchro, so they get one out with relative ease.

 

However, the effect is a problem. It simply doesn't have the feel of a FIRE monster. FIRE monsters traditionally focus on burn damage or destroying each other to disable your opponent's hand. Even modern FIRE monsters and their support are burn-related. So this card's effect which focusses on your Deck to destroy your opponent's field really doesn't hold true.

 

Modern Beast-Types also have a general theme; ATK-gaining effects and mass field clearance. Again, two effects this doesn't seem to relate to, given its dependance on those materials. Modern Beast-Types also have high ATK to start off with (usually with somewhat detrimental effects), which this doesn't have.

 

The second effect is also problematic. Since the "Flamvells" and generic FIRE monsters tend to swarm or simply have high enough ATK to survive on their own, you'll be able to sustain this card's effect, and it is completely broken. Given that Beasts also swarm, either way you'll be able keep this effect active and it means that all the staple Traps will be completely useless. It would be like "Jinzo" equipped with "Amplifier".

 

Compare that other monsters that are immune to Trap effects have low ATK and DEF for their Level (eg "E-Hero Wildedge" 1500/1600). Also, now that "Heavy Storm" is banned, Trap immunity is more effective than ever and this gives protection to any monster you summon (assumption based on the fact that a Deck using this to its full potential will be either all FIRE or Beast-Type monsters).

 

The reveal effect is not so much of a liability in FIRE or Beast-Type Decks because they almost always have a high-Level monster waiting to be summoned in their hand, which fulfills this card's cost nicely. So overall, it's overpowered since it can easily keep your monsters safe for a prolonged period of time and is not very difficult to summon.

 

I'd re-think this to make it fall in line more with FIRE and Beast-Types.

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Well, sorry to hear that Max and Lexadin.

 

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Does any of you think I should open a shop up, only limited to a season type shop? I was just thinking about it and what would be the advantages and disadvantages. So, if I did open up one, what would you think I could offer, it is inly limited in the season. So winter would have winter items and can only get them then. Then Summer would have summer items only, and etc. I would be the owner and some item makers for 2 seasons, then the other two seasons i would need someone else to run it, so any idea's with this?

 

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It is just an idea right now, though.

 

But, I hope today goes better for all of this, I had a dream I went into a casino with 1 dollar and walked out with 30 grand, I know it would never happen but it was an awesome dream never the less.

 

So, did any of you all dream a dood dream last?

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@DeathSDelano: Well, they look pretty good to me. I take it was Jazins kay's Archive you got pictures from? Well, the idea is a good concept. Need help with an effect.

 

[spoiler=Card effect I need help with]

While you control 2 or more Insect-type monsters, Once per turn, if you or your opponent Special Summons 1 or more monsters, send cards from the top of both player's deck equal to the number of cards Special Summoned this turn.

 

 

 

Thanks who ever can help.

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@GW: The seasonal shop isn't really a good idea. Since most people wont things all year round. And if they can't get it in your shop they'll just go somewhere else.

 

Effect: While you control 2 or more Insect-Type monsters, once per turn, if you or your opponent either player Special Summons 1 or more monsters, send cards from the top of both player's Deck to their Graveyards equal to the number of cards Special Summoned this turn.

 

Sounds like a decent Insect Mill stragety, I gues your planning this to be used in Spider Decks?

 

@Delano: Corrupted Commander

The 1st thing that crossed my mind was Infernity, however it's last effect makes this nearly impossible. Then I though Blackwings would absolutely adore this, thier easy swarm powers make this way to easy to Summon. Combined with its protecting effect it shurely is a force to recon with.

 

android commander

This seartenly is something different, its returning effect reminds me a lot of WIND/Winged Beast monsters, while also being usable with Machines.

Well I gues it's quite ballanced, even though I don't really know a lot of WIND monsters.

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Effect: While you control 2 or more Insect-Type monsters, once per turn, if you or your opponent either player Special Summons 1 or more monsters, send cards from the top of both player's Deck to their Graveyards equal to the number of cards Special Summoned this turn.

 

While you control 2 or more Insect-Type monsters, once per turn, if you or your opponent either player Special Summons a 1 or more monster(s), send cards from the top of both player's Deck to their Graveyards equal to the number of monsters Special Summoned this turn.

 

^ This would be my fix. Small part added half-way and 'cards' changed to 'monsters'.

 

 

@ Lex: Would you recommend putting "Shine Palace" in an "XYZ" Deck? Since you'll need to keep at least one of the parts on the field for a bit, a little extra power wouldn't go amiss.

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Ohwell, I was almost right.

 

Well personally, I would prever "Machine Assembly Line" since it boosts every one of them except W and Z and makes them a force to recon with.

 

Also, Shine Palace can give you a seriously bad hand/draw.

 

"Luminous Spark" then? I already have "Machine Assembly Line", but I wanted something to keep "Y", "Z" and "W" on the field if I end up having to summon them.

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Just watched and read the trailer for the new episode of 5Ds:

 

"The match begins with Jack against Lucciano. Jack, wary of his opponent's strategy, believing it to be the "Synchro Killer" "Machine Emperor", Summons his trump card, "Red Nova Dragon"."

 

...Right... To combat the Synchro Killer, summon a Synchro monster... Wait, what?! How stupid are these people?! (Not only the characters, but the writing stuff too)

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