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Chemistry...


Ovedrive

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[b]H[sub]2[/sub] Knight
| *3 | WATER
[Aqua/Effect]
ATK 1000/DEF 1000[/b]
If this card is used for Fusion Summon of "H[sub]2[/sub]O Knight Emperor", you can remove 1 WATER and 1 WIND monster in your Deck to have "H[sub]2[/sub]O Knight Emperor" gain 500 ATK. When this card is destroyed by battle, you can add 1 "O[sub]2[/sub] Knight" from your Deck to your hand.

[b]O Knight
| *4 | WIND
[Warrior/Effect]
ATK 1500/DEF 1000[/b]
This card cannot be Special Summoned except by it's own effect.
If a Synchro Monster you control is destroyed, you can remove that Synchro Monster from play to Special Summon this card in face-up Defense Position. Once while face-up on the field, during your End Phase, by paying 1000 Life Points, you can Special Summon 1 "H Synchron" from your Deck in face-up Defense Position.

[b]H[sub]2[/sub]O Knight Emperor
| *7 | WATER
[Warrior/Fusion/Effect]
ATK 0/DEF 0[/b]
"H[sub]2[/sub] Knight" + "O Knight"
This card's ATK is equal to combined ATK of monsters used for Fusion Summon of this card. When this card is destroyed by battle, you can destroy 1 card on the field. Once per turn, you can pay 1000 Life Points to negate the effect of 1 monster your opponent controls. When this card destroys a monster by battle, send the top 2 cards of your Deck to the Graveyard.

[b]N Hammerer
| *1 | WIND
[Beast-Warrior/Effect]
ATK 0/DEF 2000[/b]
You can pay 1500 Life Points to Special Summon this card from your hand.
Once per turn, during your End Phase, increase the Level of this card by 1 (Max. 10). You can have 1 Level 4 or lower monster you control gain ATK equal to Level of this card x100. When this card is removed from field, inflict Damage to your Life Points equal to this card's Level x100.

[b]NH[sub]3[/sub] Hammer Emperor
| *1 | WIND
[Warrior/Fusion/Effect]
ATK 0/DEF 3000[/b]
"H[sub]2[/sub] Knight" + "N Hammerer" + 1 WIND monster
Once per turn, during your End Phase, increase the Level of this card by 1 (Max. 10). This card gains ATK equal to Level of this card x300. When this card destroys a monster by battle, send the top card from your Deck to your Graveyard. Once per turn, you can remove from play 1 WIND monster in your Graveyard to negate the effect of 1 Monster your opponent controls.

[b]Ammonia Bomb
Continuous Spell Card [/b]
Once per turn, during your End Phase, you can send the top card from your Deck to your Graveyard to increase the Level of 1 "N Hammerer" or 1 "NH[sub]3[/sub] Hammer Emperor" by 1.

COMING UP: Cl Shield Gardna (Cl=Chlorine), HCl Emperor Gardna (HCl=Hydrochloric acid).
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@Gadjiltron I suspect that the atoms are in there correct scientific form, as you never get O, you should only ever get O[sub]2[/sub]. Anyway, Hydrogen SHOULD be H[sub]2[/sub] as well, but that doesn't matter.

N Hammerrer will be another Tuner I take it? I'd reccomend having a Tuner and a Non-Tuner for each element.

Anyway, You could do with the presence of Carbon, as you would then have access to CO2. Will this set get spells as well? I'm curious now :P

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Balancing H[sub]2[/sub] + N1 will mean you need 3 Hydrogen Synchrons and 2 Nitrogen Things and you'll form 2 of the result. I'd drop the [sub]2[/sub] in H[sub]2[/sub] Synchron and avoid trying to balance the equations, it just won't really work in Yugioh.

Including Carbon and Calcium could work, too.

O Knight needs to specify once while face-up or once per duel.

The last effect of H[sub]2[/sub]O feels forced.

Otherwise, they seem to be an interesting start, although as said above, it hardly feels like a synchro when all Material is specific.
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Just scanning through the periodic table, you've already got H[sub]2[/sub]O, so you might want to add the Alkali Metals. (6 metals which react with water vigorously to produce Hydrogen.) See [url="http://www-open2-net-csvip.open.ac.uk/sciencetechnologynature/worldaroundus/akalimetals.html"]HERE[/url]. Perhaps make them super powerful when Water's out?

You'll also want Sulpher and Chlorine, for things like Sodium Chloride (Which is Table salt, thanks above) as well as things like Magnesium Sulphate.

(Magnesium being very reactive as it is).
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N and NH[sub]3[/sub] seem [i]really[/i] slow. I don't really know much about Chemistry, but maybe you should find some way to let them increase their Levels faster than just 1 per turn. Maybe introduce some kind of 'catalyst' monster as a support card (though I'm afraid the only catalyst I know is manganese dioxide, but I doubt that would even work). :P

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Not bad, but you understand that all of your Fusion monsters are horribly underpowered as it is, right? It was relatively ok when it was Synchro, but when you throw in the need for a Fusion card it just becomes a waste. At the very least the effects of the N monsters need sizable buffs. I suggest turning it into some sort of Contact Fusion so that it does not require a fusion card. Also Ammonia Bomb is generally bad as it is, you don't have to make it worse by making it destroy 1 of your monsters and resummon it, causing it to lose its bonus levels. And Hammer Emperor's last effect needs some specifications.
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If I remember correctly at least one of the conditions (I think temperature) in the Haber Process actually favours the breakdown of NH[sub]s[/sub] into N[sub]2[/sub] and H[sub]2[/sub], hence the yield being lower - the reaction is trying to undo itself. However if the temperature was lower, where NH[sub]3[/sub] formation is favoured, then it would just go too slowly to be effective commercially.

N and NH[sub]3[/sub] are too slow though - maybe they could start at a higher level, so they're not forced to defend when they're first summoned.
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