Cloister Posted December 28, 2010 Report Share Posted December 28, 2010 That dueling program sea worked with is finished? Link to comment
Lonk Posted December 28, 2010 Report Share Posted December 28, 2010 I beat the wii version Sunday. It is actually very debatable which version is better. They both have excellent positives. Final Colors Blaster was pretty epic. Link to comment
The Great Wolf Sif Posted December 28, 2010 Report Share Posted December 28, 2010 LCCG suddenly bursts with activity So do we start posting for the new set now or later because I have 10 Rituals and support for this set Oh and Chillaccino for the record I'll be watching you Link to comment
.Nu-13 Posted December 28, 2010 Report Share Posted December 28, 2010 I said that I know who'll be watching on me :angry:I don't want to start war with you guys... Link to comment
The Great Wolf Sif Posted December 28, 2010 Report Share Posted December 28, 2010 I said that I know who'll be watching on me :angry:I don't want to start war with you guys...Calm down I'll just kidding I say that to everyone Link to comment
.Nu-13 Posted December 28, 2010 Report Share Posted December 28, 2010 Really? Oh, sorry then :P Link to comment
Lonk Posted December 28, 2010 Report Share Posted December 28, 2010 |White Wisp|X|XXXX|Aqua/Union/Effect|Light|1||0|0|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. During your Main Phase, you can pay 1000 Life Points to have the equipped monster attack your opponent directly.||Cyan Wisp|0|XXXX|Thunder/Union/Effect|Light|2||800|600|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While your opponent controls a face-down Spell or Trap Card, you can send this card to the Graveyard and select that card. When the monster equipped to this card declares an attack, your opponent cannot activate that card. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.) ||Yellow Wisp|0|XXXX|Rock/Union/Effect|Earth|2||1000|200|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When the equipped monster is selected as an attack target, you can remove from play the equipped monster and this card to negate the battle and destroy the attacking monster. The equipped monster is returned at the end of the Damage Step. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)||Orange Wisp|0|XXXX|Machine/Union/Effect|Fire|3||500|1500|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. You can send this card to the Graveyard during the Battle Phase to have the equipped monster attack your opponent directly. No other monsters can attack on the turn this effect was activated. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)||Blue Wisp|0|XXXX|Rock/Union/Effect|Earth|4||0|2000|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. Once per turn, by paying 500 Life Points, flip all Spell and Trap cards on the field. No cards are activated at the time and are flipped back to their original position at the End Phase. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)||Green Wisp|0|XXXX|Fairy/Union/Effect|Wind|4||1000|1500|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. The equipped monster cannot be an attack target of your opponent's monsters. When the equipped monster destroys a monster through battle, gain 800 Life Points. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)||Pink Wisp|0|XXXX|Beast-Warrior/Union/Effect|Earth|4||1600|0|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. A monster that battles with the equipped monster is destroyed at the end of the Damage Step. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)||Nega Wisp|0|XXXX|Fiend/Union/Effect|Dark|5||1900|400|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. The equipped monster can attack all monsters your opponent controls. For each monster destroyed by battle, the equipped monster gains 500 ATK. During the 2nd End Phase this card was equipped to your monster, send this card to the Graveyard reduce the equipped monster's ATK to 0. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)||Red Wisp|0|XXXX|Pyro/Union/Effect|Fire|3||900|400|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. Once per turn, you can pay in multiples of 2000. The equipped monster can attack as many times equal to the multiples of 2000 paid. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)||Violet Wisp|0|XXXX|Fiend/Union/Effect|Dark|5||2000|0|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. Whenever the equipped monster destroys a monster by battle, that monster is removed from play instead. (1 monster can only be equipped with 1 Union Monster at a time. if the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.)| I will make some support later. Being honest, how is their card designs? Link to comment
.Leo Posted December 28, 2010 Author Report Share Posted December 28, 2010 Alright. Spell Cards: Spell card staples, as of right now, are little to none sadly, and has been a flaw in this CCG before. We do have some staples though, mainly Mind Reflection, Mind Storm and Enchanting Circle. Other staples would include Deck Reload, Pot of Insurance, Mystical Energy Generator and Splitting Cut. Trap Cards: Trap Card staples are very much defined. Attack Barrier, Twin Double Crossers, My Shield as a Body and Wheel of Misfortune are good staples. Other trap cards like Half Life and Life Bond can be used. Link to comment
.Nu-13 Posted December 28, 2010 Report Share Posted December 28, 2010 So we're lacking staple Spells? Link to comment
.Leo Posted December 28, 2010 Author Report Share Posted December 28, 2010 Exactly, with the reset (due to undetected broken archetypes left by users that were unused, causing a hellabad metagame), we lost a lot of good Spell Cards. I plan on making that a priority for the new set. Link to comment
Lonk Posted December 28, 2010 Report Share Posted December 28, 2010 So no reviews for my Wisp cards? Link to comment
.Nu-13 Posted December 28, 2010 Report Share Posted December 28, 2010 Exactly, with the reset (due to undetected broken archetypes left by users that were unused, causing a hellabad metagame), we lost a lot of good Spell Cards. I plan on making that a priority for the new set. So I know what to do this night :P Link to comment
.Leo Posted December 28, 2010 Author Report Share Posted December 28, 2010 I will rate the Wisp cards after we have a priority list, due to me not being able to predict the metagame. Please, go on LCCG Forums because we need to have a metagame discussion before the set. Link to comment
Cloister Posted December 28, 2010 Report Share Posted December 28, 2010 Still haven't gotten a straight answer. WHAT ABOUT THE DUELING PROGRAM? Link to comment
.Leo Posted December 28, 2010 Author Report Share Posted December 28, 2010 Still haven't gotten a straight answer. WHAT ABOUT THE DUELING PROGRAM? When seattleite comes on, I will let him explain to you, since I can't really explain it that well. Link to comment
Cloister Posted December 28, 2010 Report Share Posted December 28, 2010 Okey, well, got'ta log very soon so guess he'll have to explain tomorrow then. Link to comment
seattleite Posted December 29, 2010 Report Share Posted December 29, 2010 @ Tomtekorv - Well, ENIL coding is done, in that sense. I am 84% done with FLFS. So you are welcome to get it and play with ENIL cards. Also the Wisp cards I will also review soon, and sorry if you've already heard about this a million times before :P (just making sure..) , but it can't go in the next set. @ Chillachino - Just remember cards submitted in NGD won't necessarily make it here. Link to comment
.Leo Posted December 29, 2010 Author Report Share Posted December 29, 2010 So, we had some good progress last night in our metagame discussion. We have developped they following: ~ Phoenixian needs a good and effective core.~ Mezzos are decent. Not much else was really developped and we still do not have a priority list for the set. Link to comment
.Nu-13 Posted December 29, 2010 Report Share Posted December 29, 2010 What do you think about this? Gambler's HandNormal Spell CardDiscard 1 card. For your next 3 turns, draw 1 card during your Standby Phase. You can activate only 1 "Gambler's Hand" per Duel. Link to comment
.Leo Posted December 29, 2010 Author Report Share Posted December 29, 2010 Seems very interesting. Once per duel part makes it decently balanced. Let's see what the other CCG members have to say about this one. Link to comment
.Nu-13 Posted December 29, 2010 Report Share Posted December 29, 2010 Without once per duel, it could be broken, because you'll be able to stack them BTW, epic avi :P Link to comment
.Leo Posted December 29, 2010 Author Report Share Posted December 29, 2010 That would be true, making it a very consistent and broken engine. Thanks ;D. They avi is pretty baws. Link to comment
.Nu-13 Posted December 29, 2010 Report Share Posted December 29, 2010 Do we have any Machines here? If yes... |Fortissimo the Moving Fortress|0|SET2|Spell Card|Spell||Field|||Once per turn, you can discard 1 card to Special Summon 1 Level 4 or lower Machine-Type monster from your hand. It cannot declare an attack this turn. Inflict 300 damage to a player that doesn't control a Machine-Type monster during their End Phase.| Was supposed to ne for NGD, but I changed my mind Link to comment
.Leo Posted December 29, 2010 Author Report Share Posted December 29, 2010 Machines are somewhat of a novely in the CCG. We have some interesting cards, but none that have been put to good use as of now. That field spell is very good considering Rusty Cog can add itself to the hand after summon, meaning you always have somewhat of a presence on the field. Link to comment
The Great Wolf Sif Posted December 29, 2010 Report Share Posted December 29, 2010 Machines are somewhat of a novely in the CCG. We have some interesting cards, but none that have been put to good use as of now. That field spell is very good considering Rusty Cog can add itself to the hand after summon, meaning you always have somewhat of a presence on the field.Um Leo thats a Show card that might be made by TCG Link to comment
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