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Newb Defense League III [locked because remake]


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@ XzY: What about "Spell Striker"? There's also "Gilasaurus"; while "Skill Drain" is face-up, its second effect doesn't trigger. Also, "Emergency Teleport" is vital in Special Summon Decks to get either "Psychic Commander" or "Mind Protector" out from your Deck.

 

I'd reduce the number of "Quillbolts" to 2, since having a trio will leave you with dead draws. And why have you got 2 "Medium of the Ice Barrier"? One will suffice, since its summoning conditions are relatively hard to fulfill without leaving yourself open for a turn. Also, only 1 "Wicked Eraser". Three tributes is a lot to lose if your "Eraser" gets "Dimensional Prison"-ed the moment it attacks.

 

"Big Shield Gardna" should be replaced with "D-Hero Defender", since the latter doesn't switch itself to Attack Position. And if you're using a "Goblin Force" card, use the "Elite Attack Force". 1700 DEF is good for a Level 4. Generally though, this seems to be a mess of high-ATK monsters that will destroy you if "Skill Drain" is ever removed from the field. For that purpose, you should really use some of the Level 4, 1900 ATK Normals.

 

"Malevolent Mech - Goku En" should be replaced with "Majestic Mech - Ohka", purely because if "Skill Drain" gets removed, "Ohka" won't burn you for 2400 damage.

 

The Spells. Why is "Mass Driver" there? It's outdated and isn't at all useful. And why "Level Limit-Area B"? The whole point of a "Skill Drain" Deck is using monsters that would usually be held back by their effects and instead using them as beatsticks. "Area B" will stop you from achieving that.

 

You have "Urgent Tuning", but only "Quickdraw Synchron". Since you'll only be Special Summoning on your own turn, that makes no sense. And if you're going to use that, you'll need some more tuners. After all, with "Skill Drain" active, you'll need Synchros like "Goyo Guardian", "Gaia Knight, Force of Earth", "Scrap Archfiend", "Nitro Warrior" and any of the Level 8 3000 ATK Synchros. So you'll need some Level 2 or 3 Tuners to help with that.

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Powering up "Lucius" with "Axe of Despair"/"United We Stand"? Or use cards that weaken your opponent's monsters, like "Adhesion Trap Hole", "Half Shut" and "Bark of Dark Ruler"?

 

Also, I want to use "Double Attack" somewhere (I don't know why).

 

I'd suggest cards that weaken your opponent like "Burden of the Mighty" or if you're using a pure Fiend Deck, Solidarity. Seeing as it would be a waste of Equip cards to use them only once.

 

Anyone got any ideas for combining an "Alien" Deck with "Greed Quaser"? Any way of using the "Alien" support cards to weaken my opponent's monsters to make them easy fodder for "Quaser" before clearing the field for a devastating direct attack?

 

Lex, you're good with "Aliens". Could you make a list of cards that could do all that?

 

 

 

EDIT 2: Incredible. "Reverse of Arcadia" doesn't have "Archfiend Interceptor", "Card Guard", or any of the "Dark Lucius" monsters...

 

The problem with the "Aliens" is that they only weaken monsters when battling with "Alien" monsters. So it would be totaly useless with Quazar, perhaps the Reptillians can help you, but not the Aliens.

 

Yeah, I've noticed. I was really disapointed in that aswell.

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I'd suggest cards that weaken your opponent like "Burden of the Mighty" or if you're using a pure Fiend Deck, Solidarity. Seeing as it would be a waste of Equip cards to use them only once.

 

I've already used "Burden of the Mighty" with one Deck and "Solidarity" with another. I'd rather not re-use cards too often. Do you know of any non-Archetype Equip Spells that return themselves to the hand when they're sent to the Graveyard? Or perhaps I'll make a "LV" monster-specific Equip Spell...

 

 

The problem with the "Aliens" is that they only weaken monsters when battling with "Alien" monsters. So it would be totaly useless with Quazar, perhaps the Reptillians can help you, but not the Aliens.

 

Do you want to make something that could fulfill that role? Maybe a Trap that selects a monster for a turn and weakens it dependant on the number of "Alien" monsters or "A-Counters" on the field. Bear in mind it would only be needed for a turn; to lower a Level 6 or 7's ATK so "Greed Quasar" could defeat it.

 

 

Seems I'll have to do the Calendar myself, then. ;)

 

I'd appreciate it if you guys followed it, though.

 

And also, my newly founded Fairy Tail guild, Sanguine Requiem, seeks your alliance. Do you accept, Max?

 

Sanguine Requiem

 

I never said I wasn't interested in the CCCCCCCC...

 

I'll have a look.

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@Max: Well "Sword of Deep-Seated" and "Horn of the Unicorn" do all that, but I think you'd better make one yourself.

 

Mhhh, well the Aliens are a Manipulation Archtype. But perhaps a Card that treats all monsters you control as Alien Monsters, so they can (ab)use the A-Counters. I will see what I can do, though I hope you can wait a while, seeing as I'm quite busy atm.

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Ok, Max.

 

The overall theme of the set is giving away Present Counters to your opponent's monsters, to get bonuses from that.

 

Such as:

 

Santa, as depicted earlier.

 

Too Much of a Good Thing:

Continuous Spell Card.

As long as there are 5 or more Present Counters on the field, whenever a Present Counter(s) is placed, inflict 800 damage to your opponent. That player discards 1 card.

 

Gift Bomb:

Inflict 200 damage to your opponent for each Present Counter on the field. Then, place 1 Present Counter on each monster your opponent controls.

 

The Present monsters have effects like:

 

As long as this card is face-up on the field, your opponent must attack at least 1 "Present" monster each turn. (This is shared by all of the Present monsters) Once per turn, you can negate the destruction of a Present monster. If you do, place 1 Present Counter on a monster your opponent controls.

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Ok, Max.

 

The overall theme of the set is giving away Present Counters to your opponent's monsters, to get bonuses from that.

 

Such as:

 

Santa, as depicted earlier.

 

Too Much of a Good Thing:

Continuous Spell Card.

As long as there are 5 or more Present Counters on the field, whenever a Present Counter(s) is placed, inflict 800 damage to your opponent. That player discards 1 card.

 

Gift Bomb:

Inflict 200 damage to your opponent for each Present Counter on the field. Then, place 1 Present Counter on each monster your opponent controls.

 

The Present monsters have effects like:

 

As long as this card is face-up on the field, your opponent must attack at least 1 "Present" monster each turn. (This is shared by all of the Present monsters) Once per turn, you can negate the destruction of a Present monster. If you do, place 1 Present Counter on a monster your opponent controls.

 

 

Well, here's a first try:

 

57317c.jpg

 

Effect: Your opponent must attack at least 1 "Present" monster you control during their Battle Phase. Once, you can negate the destruction of this card. If you do not, put 1 Present Counter on a face-up monster your opponent controls. If you do not control a different face-up "Present" monster, this card can attack your opponent directly. If you control a different face-up "Present" monster, this card can attack twice during your Battle Phase.

 

 

I was thinking that the 'negate destruction = Present Counter' effect could be two ways round. ie for the weaker ones, have it the way "Turtle Doves" has, while for the higher levels, have it your way round.

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Excellent. :)

 

I'll make the thread tomorrow, and then we'll take it in turns to submit the cards.

 

It would be nice if they were all made in MSE.

 

I've got to say, though, the "Twelve Spirits of Christmas" is far better from what I imagined. So then we have 1 boss (Santa), 12 Spirits and loads of space for support cards.

 

We can discuss this further over PM.

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Arg, forgot about that Alien Card. I shall go and make it for you Max.

 

EDIT: Ok here's the Alien Support card you needed Max.

 

20638d.jpg

As long as this card remains face-up on the field, all face-up non-"Alien" or non-Reptile-Type "Worm" monsters you control are now treated as Reptile-Type "Alien" and "Worm" monsters. Each time you Summon a monster, you can select activate 1 of the following effects: - Change it in face-down Defence Position. - Place 1 A-Counter on a face-up monster.

 

It also supports "Worms", becouse imo they should work together with the Aliens.

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@ XzY: What about "Spell Striker"? There's also "Gilasaurus"; while "Skill Drain" is face-up, its second effect doesn't trigger. Also, "Emergency Teleport" is vital in Special Summon Decks to get either "Psychic Commander" or "Mind Protector" out from your Deck.

 

Didn't Think about Them.

 

I'd reduce the number of "Quillbolts" to 2, since having a trio will leave you with dead draws. And why have you got 2 "Medium of the Ice Barrier"? One will suffice, since its summoning conditions are relatively hard to fulfill without leaving yourself open for a turn. Also, only 1 "Wicked Eraser". Three tributes is a lot to lose if your "Eraser" gets "Dimensional Prison"-ed the moment it attacks.

 

Yea, I need to update my deck a little bit. 2 Quillbolts, but I guess that'd be okay.

 

"Big Shield Gardna" should be replaced with "D-Hero Defender", since the latter doesn't switch itself to Attack Position. And if you're using a "Goblin Force" card, use the "Elite Attack Force". 1700 DEF is good for a Level 4. Generally though, this seems to be a mess of high-ATK monsters that will destroy you if "Skill Drain" is ever removed from the field. For that purpose, you should really use some of the Level 4, 1900 ATK Normals.

 

Wish I had some of those cards, and I bet they are going to be hard to get to, with money I do not have, yet. I wanted that Gobline Elite, but I don't have it and neither my trade partners. Well, yea, I'm trying to get rid of those cards, permanently for the reason of that destroying me part. Wait, it reminded me,I do have D-Hero Defender, I was thinking of a different card. lol. Thanks.

 

"Malevolent Mech - Goku En" should be replaced with "Majestic Mech - Ohka", purely because if "Skill Drain" gets removed, "Ohka" won't burn you for 2400 damage. I think I might own that card.

 

The Spells. Why is "Mass Driver" there? -For Last Ditch effort with quillbolt burn loop It's outdated and isn't at all useful. And why "Level Limit-Area B"?[/b]-Well, I always go prepared in a war with a card that I know stalls me just in case for the use of stalling my opponent, b/c I can always blow my own card up, but not always able to stop my opponents attack when needed. [/b]The whole point of a "Skill Drain" Deck is using monsters that would usually be held back by their effects and instead using them as beatsticks. "Area B" will stop you from achieving that.

 

You have "Urgent Tuning", but only "Quickdraw Synchron". Since you'll only be Special Summoning on your own turn, that makes no sense. And if you're going to use that, you'll need some more tuners. After all, with "Skill Drain" active, you'll need Synchros like "Goyo Guardian", "Gaia Knight, Force of Earth", "Scrap Archfiend", "Nitro Warrior" and any of the Level 8 3000 ATK Synchros. So you'll need some Level 2 or 3 Tuners to help with that.

Yea, but I also need it to be brought out by either Special Summoning quickly and easy. If they Normal Summon, it wastes my turn Normal Summon. I'm trying to reduce Normal Summons within one turn. I through in Ultimate offering as a "just in case" if needed thing. But in other words, I'll rework this, granted I knew it needs some rework, but still, even with the few top named cards, is there any low level tuner monsters that can be Special Summoned?

 

The point I am trying to do is limit the Normal Summons to 1 a turn, or none, and continously swarm by Special Summoning. Skill Drain helps some of that, and I added in the High attack monsters to utilize there attack as mainly defense while trying to get my Synchros out.

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