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The Ultimate CCG - TUCCG


tommers2008

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Well, my zoner beasts goot beaten down, so I'll archive them all here, with slightly more balanced stats. Just in case we like the idea.

[spoiler=Archived Beasts for reference]|Azure Arcane Antelope|0||Beast/Effect|Earth|4||1700|1100|When this card is destroyed in battle, you gain 700 Life Points. If this card is destroyed, except in battle, inflict 700 damage to your opponent. When there are 2 or more copies of this card is in your graveyard, you can remove all 'Azure Arcane Antelope' in your graveyard from play to select and destroy 1 spell or trap card on the field. The card zone the selected card was in cannot be used for the next 6 turns.|

|Black Barrier Bunny|0||Beast/Effect|Earth|4||0|2000|This card cannot be Normal Summonned or Flip Summonned. Whilst this card is face up, your opponent must select this card as an attack target. When this card is destroyed, remove this card from play to set up to 2 'Black Barrier Bunny' from your hand or deck.|

|Crazy Carbon Cat|0||Beast/Effect|Earth|4||0|500|Whilst the only cards on your side of the field are Defense Position 'Crazy Carbon Cat', your opponent can attack you directly by reducing the monsters ATK by 800 during the damage step only. This card cannot be used in a Ritual or Tribiute Summon. When this card is destroyed, you must remove it from play to Special Summon up to 2 'Crazy Carbon Cat' from your hand and deck in defense mode on your opponents side of the field.|

|Deranged Demon Dog|0||Beast/Effect|Earth|4||1700|0|Remove this face up card from play to special summon up to 2 'Deranged Demon Dog' from your deck. When this card battles, the owner of this card takes no battle damage. When this card is destroyed, take 500 damage.|

|Explosive Eastern Elephant|0||Beast/Effect|Earth|4||1500|1500|Whenever a card is removed from play, you can remove this card from play to destroy the monster on your opponents side of the field with the lowest attack. The monster zone the destroyed card was in cannot be used for the next 6 turns.|

|Forceful Furious Fox|0||Beast/Effect|Earth|4||2000|0|This card cannot be Normal Summonned. When this card is destroyed, special summon up to 2 ''Forceful Furious Fox' from your hand or deck. When this card battles it is removed from play after damage calculation. Whenever this card destroys another card by battle, your opponent may discard 1 card from there hand. If they choose not to, the monster zone the destroyed card was in cannot be used for the next 10 turns.|

|Great Grazing Goat|0||Beast/Effect|Earth|4||1400|1800|During your standby phase, increase your life points by 500. Remove from play 1 Beast-Type on your field to gain 700 life points, and inflict 700 damage to your opponent. Remove this card in your graveyard from play to draw 1 card.|

|Huge Hilareous Hyena|0||Beast/Effect|Earth|4||1800|0|This card cannot change battle position, except by a card effect. Once per turn, you can remove as many 'Huge Hilareous Hyena' in your hand and deck from play as possible to increase this cards ATK by 500 for each card removed from play. Remove this card from play at the end of the turn you activated this, and special summon one removed from play Beast-Type monster with 1000 or less ATK in defense mode. Once per duel, you can pay 300 life points to special summon this card to your opponents side of the field. If this card is used for a Tribiute Summon or Synchro Summon, the monster card zone the summonned monster is summonned in cannot be used after it is removed from the field for the rest of the duel.|

|Indecisive Innocent Indri|0||Beast/Effect|Earth|4||0|0|When this card is destroyed in battle battle, special summon up to 2 'Indecisive Innocent Indri' from your hand and deck, remove it from play and flip a coin. If heads, you gain 500 life points. if tails, end the battle phase.|

|Jaded Jealous Jaguar|0||Beast/Effect|Earth|4||1000|2000|If your life points are greater than your opponents, the original ATK of this card is treated as 0. Once per turn, you may draw 1 card, and increase the ATK of this card by 500 for every 1000 life points difference between your life points and your opponents life points. If you do this, this card is removed from play during the end phase.|
[/spoiler]


They aren't all zoners, and the only one that can now permanent lockdown is Hyena, and to do that requires paying life points to get it onto your opponents side of the field, giving them a pretty powerful beaststick, and them tribiuting it. And then you have to dispose of aforementioned monster...

Oh, and the turn count is for both players. so 6 turns means only 3 turns each.

Opinions now?
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ABCDEF- sorry got distracted.

They look... awkward. :/

Arcane Antelope looks nice, but chances of it's zone lock effect are slim unless you can dump them easy.

Barrier Bunny is stall. A decent one at that. <_< Also, Nimble Momonga on steroids.

Carbon Cat, I don't see the point. I'd rather keep field advantage than go for a direct attack.

Deranged Dog is too easy to swarm. Swarm+Beatstick+Deck-Thinning all in one card. Drawback isn't enough.

Eastern Elephant, looks most realistic so far. Not really anything bad about it, I think.

Furious Fox is at least harder to put on the field than Dog. Still, can be bait as a Set monster for more Deck-thinning/swarm. I think it could use an ATK drop, at the very least.

Grazing Goat has draw power. I like it for that reason alone. It could be used anywhere in the CCG really. Other effect is fairly weak but still practical.

Hilarious Hyena. Icwutudidthar. More deck-thinning as well. Giving away control seems more harmful than good though, it's a good enough beatstick to warrant [i]not[/i] being tributed/synched.

Innocent Indri, you're persistent on swarming aren't you dogfish? This seems the least useful of the lot, mainly due to the coin flip, which isn't too good.

Jealous Jaguar looks OP'd. The easy draw has no real cost, it's too easy. Add to that the ATK gain and it seems a bit too much. I'd probably have different drawbacks for both the draw effect and the ATK boost.

And there's my opinions.

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Yeah, I'm glad you noticed the swarming style.

Now to counter!

Arcane Antelope - So, it's OK? Any major changes (Wanted them to be hard to get rid off)

Barrier Bunny - Again, no major problem? (I've had great fun using nimble momonga... sp... to drain life points versus Goyo Guardians. Fun!)

Carbon Cat - If you get the full lockdown (lock down 3 monster zones) then get these out, you've got an unblockable open path to life points.

Deranged Dog - Should I weaken it then? If so, would 1300 ATK be better?

Eastern Elephant - :lol: Thanks ^.^

Furious Fox - Remember it is literally a single shot. Would 1800 ATK be better?

Grazing Goat - :party:

Hilareous Hyena - Aye, that's the issue. Would 1500 ATK suit it better?

Innocent Indri - Beasts will swarm, enough said. These guys are very basic, for good reason. They might be pathetic, but they can lead to good things...

Jaded Jaguar - I'll remove the draw section, don't know why THAT was there >__>



Once all 26 are done, I'd have finished up with Alphabet Beast, which gains power from having the above cards, + 16 more, from being RFP.

Ofc, it would need a large deck to use, so the deck thinning would be useful.

Thanks for those opinions. If any of the ideas still need tweaking, say so. I won't add them if nobody likes them ^_^

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[quote name='dogfish44' timestamp='1293637080' post='4892782']
Yeah, I'm glad you noticed the swarming style.

Now to counter!

Arcane Antelope - So, it's OK? Any major changes (Wanted them to be hard to get rid off)

[b]OK. Like, I said though, needs a consistent way of dumping copies.[/b]

Barrier Bunny - Again, no major problem? (I've had great fun using nimble momonga... sp... to drain life points versus Goyo Guardians. Fun!)

[b]Not sure. But then, the CCG doesn't really have much walls, so it might be fine as it is, out of necessity more than anything.[/b]

Carbon Cat - If you get the full lockdown (lock down 3 monster zones) then get these out, you've got an unblockable open path to life points.

[b]Full lock doesn't seem like a realistic option IMO, leaving these... weak.[/b]

Deranged Dog - Should I weaken it then? If so, would 1300 ATK be better?

[b]Maybe 1400-1600. Just so they can actually do something[/b]

Eastern Elephant - :lol: Thanks ^.^

;)

Furious Fox - Remember it is literally a single shot. Would 1800 ATK be better?

[b]Only one shot until it's destroyed. Then you have 2 easy beatsticks. 1700-1800 seems reasonable for ATK, I'm more concerned about how easy it is to swarm with these.[/b]

Grazing Goat - :party:

[b]I'll bring the booze. ;) [/b]

Hilareous Hyena - Aye, that's the issue. Would 1500 ATK suit it better?

[b]Probably[/b]

Innocent Indri - Beasts will swarm, enough said. These guys are very basic, for good reason. They might be pathetic, but they can lead to good things...

[b]Easy Synchro's/Tributes on offer though, weak or not. It's pretty much a Dandylion.[/b]

Jaded Jaguar - I'll remove the draw section, don't know why THAT was there >__>

[b]Probably fine once the draw effect is gone[/b]

Once all 26 are done, I'd have finished up with Alphabet Beast, which gains power from having the above cards, + 16 more, from being RFP.

[b]NEEDS MOAR ALPHABETTI SPAGHETTI :lol: [/b]

Ofc, it would need a large deck to use, so the deck thinning would be useful.

[b] :unsure: It's a specific scenario though really.[/b]
Thanks for those opinions. If any of the ideas still need tweaking, say so. I won't add them if nobody likes them ^_^
[/quote]

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A A A - There will eventually be generic support cards to dump cards, but for me being a reasonable beatstick is good right now.

B B B - I'll wait on the opinions of others then. Perhaps make it 1900 Def? Just a slight drop, but noticable.

C C C - They currently reside as lockdown cards - Think Ojama Trio. Except they don't block direct attacks.

D D D - 1600 ATK better then?

E E E - :smileyfest:

F F F - Overall, they each only get 1 attack. Gallant Warriors can generally get that same amount of swarm level, so I think 1800 is good.

G G G - Make sure you bring soft drinks. After all, I am not after points on my license ^.^;;

H H H - :woop:

I I I - So how come you're ok with B B B =P. They're easy enough to blow up, and half the time will be. Might knock them down a few levels, since level 4's are incredibly easy to use with level 3 tuners

J J J - *Wears the stone of victory*

Also, alphabet beast wouldn't be released until a while after all of the others are released. Just realised what a nightmare it's gonna be to type out, since they have no designated archetype name >_________>
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2 much going on in my opinion, they seem to focus on too many things, and its only going to get bigger if there are 26 monsters i know its hard to come up with different effects for that many and still keep a theme but these cards seem to just focus on way too much, you read some you think oh they are Removal monsters, then zoners, then swarmers, then they all seem to have other little effects, i find it hard to see what their main theme is.
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Yes but thats what i mean, with 26 monsters you can tie up all loose ends and give these cards a real edge by filling in the gaps, if these got a searcher who could get any1 of them it would mean trouble for most other decks you see with these having more then 1 real theme they have at least 3 already they can get 1 deck against them that would be good against 1 of the themes but then they can just focus on 1 of other many themes and find way out of any situation, i mean its good to have versatility but not that much, thats why people add in other cards to help with that, am i making any sense?
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[quote name='Ghost Rare' timestamp='1293728758' post='4896282']
Yes but thats what i mean, with 26 monsters you can tie up all loose ends and give these cards a real edge by filling in the gaps, if these got a searcher who could get any1 of them it would mean trouble for most other decks you see with these having more then 1 real theme they have at least 3 already they can get 1 deck against them that would be good against 1 of the themes but then they can just focus on 1 of other many themes and find way out of any situation, i mean its good to have versatility but not that much, thats why people add in other cards to help with that, am i making any sense?
[/quote]

So they're TOO versatile? I don't think these guy's will get a searcher, and they aren't actually an archetype. They're a themed set of cards, designed to give beast types cards. If they weren't all themed, nobody would flicker an eyelash about it.

Being versatile gives them several deck options IMHO. I think that they don't have too many, but we'll see what others think!

(If "Others" could reply sooner, much appreciated.)
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Hey tom, okay see you on the 2nd or 3rd then.

I think thats just stupid though why make them a themed set of cards, they will be used as an archetype and treated as one, so they should follow same type of rules. Yes things can be too versatile lots of todays real cards are way too versatile and need no skill or anything to use. And its tom who has final say on what we need for set so we will see what he says.
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Hey im here i may as well start new set it might be ready then when im back on the 2nd or 3rd

Okay new set is open its called Prosperous Hope (PRPH)

Okay this set is 100 cards, it will have 2 new Archetypes and priority goes to Matt and Ghost, if they wish not to make an archetype then someone else can make one but only if one of them turn it down. People can only enter 15 cards, Matt & Ghost can add 20 - 15 at most archetype and 5 others.

So the list for this set. Please try not to add Warriors if possible.

2 archetypes
At least 5 Generic/non archetype themed Traps
At least 5 Generic/non archetype themed Spells
At least 2 monsters from following Types - Beast/Beast-warrior/Dinosaur/Psychic/Zombie
Some Normal Support
Some Fusion/Ritual support

Optional
Gemini/union monsters + support
Spirit monsters?

And then anything else you feel we need
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[quote name='Ghost Rare' timestamp='1293744047' post='4897182']
What? Why do we need a story behind any of our cards? What is the point of that, how does that benefit us in any shape or form? Sorry if im sounding bitchy or negative but wtf?
[/quote]


Just to be unique. If I made these all be unrelated, I bet nobody would mind. I remember someone telling us all that we should have some flavor etc.

Anyway, I'll pick 2/3 beasts and work from there unless anybody objects to them.
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[quote name='tommers2008' timestamp='1293746854' post='4897348']
... it will have 2 new Archetypes and priority goes to Matt and Ghost, if they wish not to make an archetype then someone else can make one but only if one of them turn it down...

.................................................................................................

At least 5 Generic/non archetype themed Traps
At least 5 Generic/non archetype themed Spells
At least 2 monsters from following Types - Beast/Beast-warrior/Dinosaur/Psychic/Zombie

And then anything else you feel we need
[/quote]

On second thoughts (a lot of them) I will step up to the plate and deliever an archtype, as well as a few generic support cards. Hell another idea, let's make it a Ritual Deck, that's fittingly spooky. :blink:

Got an idea for a Zombie archtype that focuses on rebirth, and activating effects thereon. Monsters will be quite weak but have powerful bosses and Spells.

Will add the cards later.

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Okay. Here's the first installment of my archtype, the Cursed Thirteen. With added vanilla!

|Skeleton of the Cursed Thirteen|1|PRPH|Zombie|DARK|2||500|0|[i]This skeleton is actually the remains of one of thirteen members of a wicked family. They were sentenced to death for their crimes and cursed, unable to ever pass on. The thirteen now seek a means to end their suffering[/i].|

|Mace of the Cursed Thirteen|2|PRPH|Zombie/Effect|DARK|3||1000|0|During your second Standby Phase after this card was destroyed by battle and sent to the Graveyard, Special Summon this card in Attack Position. When this card is summoned by this effect: Destroy 1 face-up card on the field.|

|Warlock of the Cursed Thirteen|3|PRPH|Zombie/Effect|DARK|2||600|0|During your second Standby Phase after this card was destroyed by battle and sent to the Graveyard, Special Summon this card in Attack Position. When this card is summoned by this effect: Add 1 Spell Card with ‘Thirteen’ in its name from the Graveyard to your hand.|

|Shadow of the Cursed Thirteen|4|PRPH|Zombie/Effect|DARK|4|1600|0|During your second Standby Phase after this card was destroyed by battle and sent to the Graveyard, Special Summon this card in Attack Position. When this card is summoned by this effect: Randomly select 1 card in your opponents hand and discard it to the Graveyard.|

|Venom of the Cursed Thirteen|5|PRPH|Zombie/Effect|DARK|3|800|0|During your second Standby Phase after this card was destroyed by battle and sent to the Graveyard, Special Summon this card in Attack Position. When this card is summoned by this effect: Decrease your opponents Life Points by the number of ‘Cursed Thirteen’ monsters in your Graveyard x 200.|

|Caller of the Cursed Thirteen|6|PRPH|Zombie/Effect|DARK|1|300|0|During your second Standby Phase after this card was destroyed by battle and sent to the Graveyard, Special Summon this card in Attack Position. When this card is summoned by this effect: Add 1 ‘Cursed Thirteen’ monster from your Graveyard to your hand.|

|Horror of the Thirteen|7|PRPH|Spell Card|Spell|Continuous||||‘Cursed Thirteen’ monsters gain 300 ATK each time they are Special Summoned from the Graveyard. Each time a 'Cursed Thirteen' monster is summoned from your Graveyard, decrease your opponents Life Points by 300.|

|Swarm of the Thirteen|8|PRPH|Spell Card|Spell|Continuous||||Each time a 'Cursed Thirteen' monster is destroyed by battle, you can Special Summon 1 'Cursed Thirteen' monster from your Deck whose ATK is lower than the destroyed monsters, in Attack Position.|

|Dark Ritual of the Thirteen|9|PRPH|Spell Card|Spell|Ritual||||This card is used to Ritual Summon a monster with 'Cursed Thirteen' in its name. You must also Tribute 'Cursed Thirteen' monsters from the field or your hand whose total Levels equal the Level of the monster you are attempting to Ritual Summon.|

|Sacrifice of the Thirteen|10|PRPH|Trap Card|Trap|||||Tribute 1 'Cursed Thirteen' monster you control to negate a Special Summon and destroy the summoned monster. Your opponent cannot activate an effect in response to this card.|

|Bane of the Thirteen|11|PRPH|Trap Card|Trap|||||Tribute 1 'Cursed Thirteen' monster you control to negate the effect of 1 Spell or Trap Card and destroy it. Your opponent cannot activate an effect in response to this card.|

|Wraith of the Cursed Thirteen|12|PRPH|Zombie/Ritual/Effect|DARK|6||2000|0|This card can only be Ritual Summoned by 'Dark Ritual of the Thirteen'. Once per turn, you can send this card and 1 monster your opponent controls whose ATK is higher than this card's to the Graveyard. During your second Standby Phase after this effect was activated, Special Summon this card from your Graveyard.|

|Doom of the Cursed Thirteen|13|PRPH|Zombie/Ritual/Effect|DARK|7||2400|0|This card can only be Ritual Summoned by 'Dark Ritual of the Thirteen'. Once per turn, you can send this card to the Graveyard to decrease your opponents Life Points by half. During your second Standby Phase after this effect was activated, Special Summon this card from your Graveyard.|
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