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Newb Defense League III [locked because remake]


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Well seeing as you know my deep-seated hatred against Synchro's you know my awser the the last part. Yeah, I almost forgot that there are also some Gadjets out there.

 

I would recommend using only "Geartown" and "Mausoleum" to Summon the higher "Ancient Gears" while using the "Gadgets" to maintain hand size to discard for the "Machinas".

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Mhh, Mausoleum. Never thought of that before for some reason, I shall try it out. Perhaps instead of an Castle.

 

The technique is to have "Geartown" out, then Set "Mausoleum", thus activating "Geartown". Then activate the face-down "Mausoleum". Otherwise you miss the timing.

 

 

Card effect needed. It's a Trap that gives your monster an additional 600 ATK, but I'd like a secondary effect that isn't Piercing or Burn damage.

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Mhhh, perhaps Milling? But idk, I'm a bit out of ideas.

 

Same here. I've spent all my creativity reworking my "Forbidden King" archetype. As an example, ("Dhamus"; a Fiend-Type) their effect used to read:

 

This card cannot be Special Summoned. This card cannot be Normal Summoned except by Tributing 3 Fiend-Type monsters (You cannot Set this card). Your opponent cannot select this card as an attack target. This face-up card cannot be targeted by Spell or Trap Cards. When this card declares an attack, you can switch the battle position of the attacked monster. When this card destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster's ATK or DEF, whichever is highest.

 

That's changed now to:

 

This card cannot be Special Summoned or Set. This card cannot be Normal Summoned except by Tributing 3 monsters. This card cannot be targeted by the effects of Spell or Trap Cards. When this card destroys a monster by battle, you can reduce any Battle Damage to 0 and inflict damage to your opponent equal to half the destroyed monster's combined ATK and DEF. In addition, if you Tributed 3 Fiend-Type monsters to Normal Summon this card, your opponent cannot select this card as an attack target.

 

I feel the new effect is somewhat more balanced and indeed useable. Also, it now only gains attack immunity if the monsters tributed for it where its own type.

 

 

Milling's an idea; but...er...

 

Oh, and RFP has officially been ruined by Konami: http://yugioh.wikia.com/wiki/Different_Dimension_Spirit

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The last sentence fixed effect: Special Summon = Normal Summon.

 

About Konami's flaw card: Wow, that is one broken card. Can you activate it's effect as a chain?

 

Thanks.

 

Luckily no. But it does mean that you can easily set up a next turn Synchro Summon by stalling for time, or simply redirecting the attack... Oh well. It does also give you the chance to protect one of your monsters if you know that your opponent plans to get rid of it next turn.

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Mhh, why do I have a feeling Jack used it once in 5D's?

 

Jack used "Smile Kid", an equally girly card, but unrelated.

 

This one was used by Yusei, albeit for about 20 seconds, where he used its effect to remove Harald's dragon from play to Special Summon it, before being tuned into "Formula Synchron".

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I finally got it fixed, I like that post, May I sig it? Apparently it was stupid glitch in my account or something, not sure what, but I'm happy to be back on again.

 

[spoiler=Do not read unless you want to be confused]

Well, I need to update that card, I know, it is an underpowered card, need to be re-worked like my other card, I'm trying to work in a new spell and trap card idea.

 

I'm on the process of it, but it is as it stands is always going to be op'd. It stinks.

 

Okay,

Regular normal trap card = Speed 1

 

Legendary Trap or Spell Card = Speed 2

 

Legendary Trap or Spell card (continous, equip, etc)= Speed 3

 

Legendary Trap Card (Counter, etc) = speed 4.

 

Can you tell me how I could make effects based on those factors.

 

Oh, and b/c they are not Normal Spell or Trap Cards, how would I make it so they would be destroyed by Normal Spell and Trap Cards?

 

Third and Final, They can only be activated from your Main Deck. So field, graveyard and hand it would be useless.

 

So this would change the whole mechanics and make it so that if you used one, a continous trap card would be stopped by a Continous "Legendary Trap" card.

 

 

Thing is, how in the world would I make it so if I wrote an effect on it, it wouldn't be op'd. It is down right improbable, IMO. and I rarely use the world improbable.

 

I got the designs all done.

 

 

 

So, could you help me, if you want to, Max, or anyone. Please and Thanks.

 

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I finally got it fixed, I like that post, May I sig it? Apparently it was stupid glitch in my account or something, not sure what, but I'm happy to be back on again.

 

Go for it.

 

 

[spoiler=Do not read unless you want to be confused]

Well, I need to update that card, I know, it is an underpowered card, need to be re-worked like my other card, I'm trying to work in a new spell and trap card idea.

 

I'm on the process of it, but it is as it stands is always going to be op'd. It stinks.

 

Okay,

Regular normal trap card = Speed 1 All Normal and Continuous Traps are SS 2.

 

Legendary Trap or Spell Card = Speed 2 Therefore, a 'Legendary' Trap would be SS 3 and a 'Legendary' Spell would be SS 2.

 

Legendary Trap or Spell card (continous, equip, etc)= Speed 3 Why are 'Legendary' Spells two different Speeds, with the slower ones seemingly faster than the quicker ones?

 

Legendary Trap Card (Counter, etc) = speed 4. See "The Seal of Orichalcos"

 

Can you tell me how I could make effects based on those factors. Effects have nothing to do with Spell Speed. You can have a SS1 Burn, a SS2 Burn and an SS3 Burn.

 

Oh, and b/c they are not Normal Spell or Trap Cards, how would I make it so they would be destroyed by Normal Spell and Trap Cards? An SS2 card can be chained to by SS3s, as can SS3s. They'd still be vulnerable to Counter Traps. However, Quick-Play Spells could only stop the SS2 cards.

 

Third and Final, They can only be activated from your Main Deck. So field, graveyard and hand it would be useless. An SS4 "Dark Bribe" straight from your Deck? Hmm... That sounds rather overpowered, not to mention that it's brilliant for Deck thinning.

 

So this would change the whole mechanics and make it so that if you used one, a continous trap card would be stopped by a Continous "Legendary Trap" card. Like I said, you can chain Continuous Traps to other Continuous Traps, and cards like "Royal Decree" will stop other Traps.

 

 

Thing is, how in the world would I make it so if I wrote an effect on it, it wouldn't be op'd. It is down right improbable, IMO. and I rarely use the world improbable.

 

I got the designs all done.

 

 

 

So, could you help me, if you want to, Max, or anyone. Please and Thanks.

 

 

I don't understand what you're trying to accomplish with this. You're simply trying to make a slew of Traps and Quick-Play Spells that seem to have the common efect:

 

'This card can be activated in response to the the activation of a Counter Trap Card. Insert Effect.'

 

Remember, this has already been done, to a degree. The "Counter Fairies" have Quck Monster Effects, but they are Spell Speed 3 to keep up with the Counter Traps. You're just doing a Spell/Trap version of that.

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Hey guys.

 

How are you?

 

I myself have recently gotten myself a job that I truly love. AS A FRICKING GYMNASTICS TRAINER! (Whoo hoo!)

 

Wahoo! Lycra! (possibly)

 

 

Seriously, well done. I'm currently working through coursework and the like.

 

 

 

EDIT: I'm convinced that Konami's writers are smoking something incredibly strong at the moment. The last few episodes have been weird to say the less, and rather boring. But now...I don't know. It's as if they've given up trying to explain anything or make it hold together...

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Congratulations Lord Ursus, hope you will have fun

 

@Max:

 

Its relevantly simple, and I do not think it has been done. I probably should have explained myself better, sorry for that.

 

You know in the rule book, which I'll go grab, it has thing call spell speeds.

 

Download Rule Book

 

You'll need to do that before we go on if you are intrigued or not. Pg32-34 explains it all.

 

Ok, I forgot to add in the part we are working with cards that have a higher chain than any other card, so you chained it, they would have a chain link 2 or a spell speed of 2.

 

[spoiler=Quick-Details from the rulebook]

It is the slowest speed and they cannot be used against each other.

Normal, Ritual, Continous, Equip, Field, Effect monster(continous, Ignition, Trigger) cards.

They are all spell speed 1.

 

------

 

Spell Speed 2

 

These cards can be used against a card with a spell speed of 1 or 2

 

Quick Play, Normal Trap, Continous Trap, effect monster(Multi Trigger)

 

Spell speed of 2 or 3 cards can be used against them

 

--------

 

Spell Speeed 3

 

This card can be used against any Spell Speed

 

Counter Trap

 

Only another Spell Speed 3 card can be used against these cards.

-------

 

Spell speeds are what cause the chain in the first place, which make it so the order of the chain, the last card resolves first and then goes down.

 

 

 

 

Now, what I am doing is adding in a whole new card basis that develops the use of spell speed 4, which is a newer higher version.

 

Normal Trap is a Spell Speed 2

Legendary Trap Card is a Spell Speed 3

Legendary Counter Trap is a Spell Speed 4

 

So in essence, it is just making it so any form of card I make, its speed is up'd by one if I make it a Legendary Trap or Spell card.

 

I hope this helps.

 

Simple explantion

 

Trap or Spell / Legendary Trap or Spell

 

Spell Speed 1 = Spell Speed 2

Spell Speed 2 = Spell Speed 3

Spell speed 3 = Spell Speed 4

 

Hope that helps.

 

That is what I am trying to do, and it is hard. Second, I figure I'd make it so they can only be activated from your deck so they wouldn't be op'd.

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Give me a minute to log in and manipulate my Deck.

 

Sorry, but my comp was acting wier and I couldn't duel you.

 

Hey guys.How are you?I myself have recently gotten myself a job that I truly love. AS A FRICKING GYMNASTICS TRAINER! (Whoo hoo!)

 

Despite I really dislike that profesion myself, I congratualte you for your archievement.

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Thats what I'm trying to do, is make it so they are usable cards without being op'd, which is at right now they are too overpowered. I was thinking it so you could only have 1 "Legendary" Card in your Deck no matter its name or form. But then, I'd still feel it'd be op'd. So thats where you come in, I was hoping you'd be able to help me. I guess I could make it so it can only be activated from your field, but it'd still be op'd in the way I'm thinking of.

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