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Newb Defense League III [locked because remake]


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

 

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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.

 

Huh, intersting card. But a Field Trap?

Anyways, you should include a part with what will happen when the die rolls 6.

 

Anyone else looking forward to New Year's Eve?

 

Not really. As my vacation will end soon then. :(

 

Excess monsters. And IMO, they suck hard compared to Synchros. Summoning conditions and from-the-hand killed it. -.-

 

Also, can someone read my fan fic? "Yu-Gi-Oh! The Failtroll Legacy".

 

Meh, don't like them. Why can't Konami just stick with the original types of monsters.

Shure, link plz?

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Huh, intersting card. But a Field Trap?

Anyways, you should include a part with what will happen when the die rolls 6.

 

The YGO manga has recently invented Transformation and Exceed Monsters, but it did have a little burst of fun when it introduced Field Traps and Equip Traps. Basically, they're usually more powerful, but more specific than their Spell counterparts.

 

Originally, it was a re-roll, but now nothing happens. I'm using the fact the OCG doesn't mention the results of the "Gun Dragons" without the right number of heads.

 

 

I looked at the site for my Gymnastics club, and as of the new year, I will be the main instructor for the recruit troup! :D

 

Excellent news.

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I told yah so.

 

What's your "Twisted" archtpe about?

 

They're linked to the "Delphics" as residents of the Different Dimension. The "Delphics" have control over the portals from the Different Dimension into our world (we create the fissures into the Different Dimension), so sometimes they can sever them when monsters try to return to our world. This can abandon those within a zone known as null space, between the dimensions.

 

The "Delphics" are cyborgs because that protects them from the effects of this null space and it allows them to transverse it safely. The "Twisted" monsters didn't have that protection and so became warped and esoteric from the forces in this dark dimension.

 

Eventually, they struck out, attempting to return to their home. This distortion of dimensions had a catastrophic effect on our world. Their burst of activeness (Yang energy) in the Different Dimension forced a counterbalance of passiveness (Yin energy) in our dimension which brought the downfall of humanity (my "DarkCity" archetype).

 

When the "Twisteds" breached the threshold (thus restoring the balance), the activeness in our universe created the "Occult Scientia" Death Synchros in desperation to repel what we thought was an invasion. The speed of the "Occult Scientias" to throw themselves to the grave (and thus avoid the removal effects of the "Twisteds") turned the incursion to a stalemate. It wasn't until the descent of the "Denique" that the conflict was halted.

 

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Effect: When this card is Normal Summoned and you have 1 or more removed from play Fusion Monsters, you can Special Summon 1 "Twisted" monster from your hand. When this card destroys a monster by battle, you can remove 1 Fusion monster in your Extra Deck or Graveyard from play.

 

 

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Effect: You can reveal and remove this card in your hand from play to add 1 "Twisted Gateway" from your Deck or Graveyard to your hand.

 

 

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Effect: "Twisted Scorp" + 1 "Twisted" monster

This card can only be Special Summoned from your Removed from Play Zone by removing the above cards you control from play while "Twisted Gateway" is on the field. (You do not use "Polymerization".) When this card is Special Summoned, remove from play 2 cards on the field. Once per turn, you can Special Summon 1 of your removed from play EARTH monsters in Attack Position. It cannot declare an attack during that turn's Battle Phase. "Twisted Gateway" cannot be destroyed by card effects.

 

 

For the fusions, I'm having trouble deciding whether it would be balanced to have the summoning conditions include monsters in the hand. ie, remove materials in the hand or on the field to contact fuse.

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Mhh, imo it should be fine to contact fuse them from the hand aswell.

 

Also nice way to weave your archtypes thier stories together.

 

Okay. That was my thought originally since they are reliant on "Twisted Gateway".

 

Almost all my archetypes are linked together in some way.

 

 

As for the "Occult Scientia" bypassing the "Twisteds'" removal effects, their "Vanguards" were what allowed them to stay on top of them:

 

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Effect: 1 "Occult Science" Tuner + 1 or more DARK non-Tuner monsters

This card can only be Synchro Summoned from the Graveyard. This card inflicts Piercing Damage. When this card inflicts Battle Damage, you can send 1 monster in your Extra Deck to the Graveyard. Up to twice per turn, you can select and activate 1 of the following effects:

* Remove 1 DARK Machine-Type monster in your Graveyard from play. * Return 1 removed from play DARK Machine-Type monster to your Graveyard.

 

 

And most of the "Twisteds" have an improved Fusion form. "Scorp's" being "Aracha", and "Hellion's" being "Phlogista":

 

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Effect: "Twisted Hellion" + 1 "Twisted" monster

This card can only be Special Summoned from your Removed from Play Zone by removing the above cards in your hand or on your side of the field from play while "Twisted Gateway" is on the field. (You do not use "Polymerization".) Fusion and Synchro monsters sent to the Graveyard or returned to the hand are removed from play instead. When either player would take Battle Damage, they can remove 1 monster in their Extra Deck from play instead.

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Well, 5Ds Ep.140 was disappointing to say the least. Some quite broken cards shown, such as a Tuner that can gain ATK equal to a Synchro monster on the field (that's right, a Level 1 with 3000 ATK!), a card that ups the Level of a monster you control by 3 (so Level 5 to Level 8 with no cost), and a card that can add the ATK of all Synchro monsters on the field to another one for a turn (no destruction after-effects though(!)).

 

And yes, "Z-One" cannot be destroyed while on the field by its own effect. Fine. Remove it from play. Oh wait, RFP doesn't exist in 5Ds...

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Oh, perhaps Crow loses his signer powers. That or Jack dies.

 

Either way, I shall be a happy viewer.

 

I was referring to the fact the five current Signer Dragons fit quite well into Aztec mythology.

 

"Stardust Dragon" = Citalicue (God of star creation)

"Red Dragon Archfiend" = Camaxtli (God of hunting, fate and fire)

"Black Rose Dragon" = Toci (God of earth and war)

"Ancient Fairy Dragon" = Patecatl (Goddess of medicine)

"Black-Winged Dragon" = Ixquimilli (God of sacrifice)

 

 

I know this since my version of events (the dragon wars of 10,000 and 5,000 BC) are rather different to the one Konami wants to imply.

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