Jump to content

Products of a Speckled Mind


Palaios

Recommended Posts

Just throwing out a thread to list cards I've created for various reasons. Various archtypes, random support, and purely random cards are likely to pop up.

[spoiler="WIP-Soulless Archtype"]For starters....the Soulless. Originally, I wanted to call them Heartless, but that would instantly make everyone think of Kingdom Hearts. The design of these cards is that they are powerful, but operate on the basis that if you don't use their effects, the they'll find a way to do...something. Even if it benefits your opponent. The carry out their purpose with a single-minded will.

---------------------------------

Soulless Attacker
****
LIGHT
Warrior/Effect
The controller of this card must attack with this card each turn if possible. If your opponent controls no monsters, select and attack 1 other monster you control.
2500/0

Soulless Defender
****
LIGHT
Warrior/Effect
If this card is in Attack Position, this card is destroyed. If an opponent's monster declares an attack, you can switch the attack to this face-up card. At the start of your Battle Phase, if your opponent controls no monsters, give control of this card to your opponent.
0/2500

Soulless Minion
**
LIGHT
Fiend/Effect
If this is the only face-up monster you control, destroy this card. When this card is summoned, or flipped face-up, select 1 face-up monster on the field and equip it with this card (before damage calculations if flipped as a result of battle). If the equipped monster would be destroyed as a result of battle or by a card effect, destroy this card instead.
500/500

Soulless Recruiter
***
LIGHT
Warrior/Effect
If this card is destroyed and sent to the Graveyard, Special Summon 1 Level 4 or lower “Soulless" monster from your Deck. If you cannot, you opponent can Special Summon 1 Level 4 or lower monster from their Deck.
1000/1000

Soulless Creator
****
LIGHT
Spellcaster/Effect
When this card destroys an opponent's monster as a result of battle, you can pay 800 Life Points to Special Summon 1 “Soulless Token” (Machine-Type/LIGHT/Level 1/ATK 800/DEF 800). If you do not, your opponent can Special Summon 1 monster that was destroyed by this card as a result of battle.
1900/1000

Soulless Trapmaster
*****
LIGHT
Warrior/Effect
When this card is summoned and during each of your Standby Phases, add 1 "Soulless" Trap Card from your Graveyard to your hand. If you cannot, your opponent can add 1 Trap Card from their Graveyard to their hand.
1900/1100

Soulless Magician
******
LIGHT
Spellcaster/Effect
When this card is summoned and during each of your Standby Phases, add 1 "Soulless" Spell card from your Graveyard to your hand. If you cannot, your opponent can add 1 Spell Card from their Graveyard to their hand.
1800/1200

Soulless Summoner
*****
LIGHT
Spellcaster/Effect
When this card is summoned and during each of your Standby Phases, Special Summon 1 "Soulless" monster from your hand. If you cannot, you opponent can Special Summon 1 monster from their hand.
1700/1300

Soulless Creation LV2
**
LIGHT
Machine/Effect
This card cannot be destroyed as a result of battle. During your Standby Phase, you must tribute this face-up card to Special Summon “Soulless Creation LV4” from your hand or Deck. If you do not, destroy this card.
800/800

Soulless Creation LV4
****
LIGHT
Machine/Effect
Once per turn, you can tribute 1 “Soulless” monster you control to select 1 face-up monster your opponent controls. Destroy it and inflict 500 points of damage to your opponent's Life Points. During the End Phase of a turn this effect is activated, tribute this face-up card to Special Summon “Soulless Creation LV6” from your hand or Deck. If you do not, destroy this card.
1600/1600

Soulless Creation LV6
******
LIGHT
Machine/Effect
Once per turn, you can tribute 1 “Soulless” monster you control to select 1 face-up card your opponent controls. Destroy it and inflict 500 points of damage to your opponent's Life Points. During the End Phase of a turn this effect is activated, tribute this face-up card to Special Summon “Soulless Creation LV8” from your hand or Deck. If you do not, destroy this card.
2400/2400

Soulless Creation LV8
********
LIGHT
Machine/Effect
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effects of “Soulless Creation LV6”. Once per turn, you can tribute 1 “Soulless” monster you control to select 1 card your opponent controls. Destroy it and inflict 500 points of damage to your opponent's Life Points. During the End Phase of a turn this effect is activated, tribute this face-up card to Special Summon “Soulless Creation LV10” from your hand or Deck. If you do not, destroy this card.
3200/3200

Soulless Creation LV10
**********
LIGHT
Machine/Effect
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effects of “Soulless Creation LV8”. Once per turn, at the start of your Battle Phase, you can tribute 4 “Soulless” monster you control to destroy all cards on your opponent's side of the field and inflict damage to your opponent equal to 200 x the number of cards destroyed by this effect. If this effect is activated, you cannot activate Spell or Trap cards until your opponent's next End Phase.
4000/4000

---------------------------------

Spell and Trap support to come at a later date, when I either remember them and/or dig up the original written...stuff....things. Lemme know what you think.[/spoiler]

....be gentle.
Link to comment
Most of the negative effects here have barely any impact beyond flavour, as they're either incredibly easy to get around or too minor to be a problem. For example, you're never going to want to attack with Soulless Defender, and if it's in Attack Position your opponent can kill it anyhow (and do significant LP damage), so the Attack Position = Self-Destruct effect isn't going to hurt you. Similarly, you'd always prefer to lose Soulless Minion rather than the other monster it's protecting, and you're hardly going to Summon it while only your opponent controls monsters; Soulless Recruiter will always have a target somewhere in your deck; Soulless Creator will always have room to generate a token, and if your field is too full for it to do so, you've already won the duel anyhow; and Soulless Attacker is only compelled to attack when you have a Battle Phase, so even if for some reason you don't want to attack, you can just not take your Battle Phase. The result is that their alleged drawbacks do nothing at all, which leaves many of them disproportionately powerful.

Rogue Soulless has the opposite problem; it has nothing but crippling drawbacks and seems to lack any positive qualities at all. It blows up your own monsters or drains your Spells and Traps, and then gives itself to your opponent during the End Phase - which doesn't hurt the opponent at all, since the opponent can then let it self-destruct during their Standby Phase (unless they don't want it to and feel like spending a Spell or Trap to rent it for another turn). In other words, at its very best, Rogue Soulless is a Gene-Warped Warwolf that, after one turn, either blows itself up or blows your other cards up. I don't see the point in ever using it. I guess it's designed to make room for Soulless Creator and Soulless Summoner or something, but it's still garbage.

The Level 5/6 monsters have effects that might actually conceivably backfire at some point due to activating once per turn, but their effects are so insanely overpowered (with only the possible exception of Soulless Summoner, though for some reason it doesn't have ATK and DEF stats listed) that by the time they've backfired, you've won the duel.

The Soulless Creation LV series is just a waste of time. They all have the same mediocre effect and evolution condition, and though the last one has a field-wipe, it's an incredibly expensive one and one that requires so much setup - both in getting LV10 out and in flooding the field with four other monsters - that if you can pull it off, you could have easily won the duel a hundred other ways. It provides some removal power, but it requires you to fill your deck with all these huge Nomis (because they all self-destruct if you don't run the next step in the series) that just isn't worthwhile. If you want removal, you'd be better off having Soulless Magician/Trapmaster juggle some generic removal card.

Sorry, I'm just not impressed. There's major balance issues throughout this whole set, and the theme largely feels pasted on due to how difficult it is to actually get most of these effects to backfire.
Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...