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Newb Defense League III [locked because remake]


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@ Lex: Writing "Lightsworns" vs. "Worms" at the moment.

 

 

Well if its a YGO one I need to learn how to set out duels. ( Max? )

 

They're simple:

 

Turn 1

 

Player 1: (Hand: ..., ..., ...)

Activations, Summons and any damage or destruction.

 

Player 2: (Hand: ..., ..., ...)

Same as before.

 

 

Turn 3

 

Repeat until victory conditions.

 

 

The most important thing is always to keep an eye on the number of cards in the players' hands. Too many times I haven't and had to rewrite half a duel to fit a move in. Remember, people don't like 'Draws and passes' turns.

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But then Victory can't get all those ATK. And Zero can't resummon, remove cards from the field. Or was it played after they got Summoned?

 

It's the "RFP Worm" Deck I use in "Reverse of Arcadia". I use "Future Fusion" (or simply "Polymerization") to fill my Grave with "Worms" (so "Worm Zero" has plently of ammunition and "Worm Victory" is uber-powerful) then activate "Dimensional Fissure".

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Yeah, I don't feel a lot for it. But he, I never tried it, so yours might even be better.

 

Mine's probably more destructive because of the RFP element, but is most likely slower than yours, since I need to get enough "Worms" in the Graveyard to sustain me for the rest of the duel before using the combo.

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Well, considering it's your fic, I invite you to throw the first idea. What's an archetype/strategy that you like?

 

That's what I've always done in my fics. Almost every Deck I make is based on something I want to see happen. "Counter Fairies", "Allies of Justice", "Gladiator Beasts", "Magnet Warriors", "Phantom Beasts", "Gun Dragons" etc.

 

 

EDIT:

 

Anyone for a random "Skill Drain"? Just an odd idea I dreamt up.

 

ir0q5s.png

 

Effect: This card cannot be activated during your turn. At the end of each player's Main Phase 1, toss a coin and apply the appropriate effect:

* Heads: Roll a six-sided die once. Treat your opponent's Monster Card Zones as #'s 1-5, counting from your right. Negate the effect of the monster in the same Monster Card Zone as the die result, until the End Phase.

* Tails: Roll a six-sided die once. Treat this card's controller's Monster Card Zones as #'s 1-5, counting from your right. Negate the effect of the monster in the same Monster Card Zone as the die result, until the End Phase.

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