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Leo's Yu-Gi-Oh! CCG ~ hey look a title that makes sense now. /ok


.Leo

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Prayer Slash is extremely broken. It negates anything, then REWARDS you for it by minusing your opponent. Compare to Solemn Judgment, a limited trap in the TCG. This is arguably better then that. Even though it can't negate summons, it reduces their monsters to beatsticks. If they try to use their effects, you can negate and destroy while sapping their Card Advantage.

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|Venom Spirit|0|DIRB|Plant/Effect|Dark|6||0|0|This card cannot be destroyed by battle. Any damage you would take involving this card becomes 0. When this card battles a monster, reduce that monster's ATK and DEF to 0 at the end of the Damage Step. That monster's ATK returns to it's Original ATK at the end of the Battle Phase.| Ehh, fine. We will see.

 

|Vengeance!|0|DIRB|Trap Card|Trap||Normal|||Activate whenever you take damage. Inflict 3/4ths of the damage you have taken to your opponent.| Aww you're making us do math D:. Lol. It's good.

 

|Prayer Slash|0|DIRB|Trap Card|Trap||Counter|||Negate the activation of an effect your opponent controls and your opponent must randomly discard 1 card from their hand.|No way, Jose. It's a +1 that can negate Spells, Traps and Monsters.

 

Let's do some resubmits. It's a lot, but we still would like lots of submissions. =)

 

[spoiler=Humongous Resub (44 cards)]

 

|Crystalus Drillsnakus|93|DIRB|Rock/Effect|Earth|4||1800|1300|This card inflicts Diercing Damage. If you attack a face-up attack position monster, destroy it immediately without applying damage calculation. If you have no defense- position monsters on your side of the Field, destroy this card.|

 

|Kinetic Retaliation Machine|62|DIRB|Trap Card|Trap||Continuous|||Each time you take Battle damage, except from a direct attack, inflict half of that as effect damage to your opponent's life points.|

 

|Elastic Field|40|DIRB|Spell Card|Spell||Field|||When an Attack-position monster would be destroyed in battle by a monster with less ATK than the attacked monster's DEF, once per turn, it is not destroyed.|

 

|Silverwind Dragon|0|DIRB|Dragon/Effect|Wind|2||1000|0|When this card is Summoned, switch this card to Defense Position. This card gains DEF equal to the total DEF of all face-up Dragon-Type monsters on the field, except this card.|

 

|Transmogrification of Dust|14|DIRB|Spell Card|Spell||Continuous|||During each player's Standby Phase, put 1 "Dust" counter on each face-up monster your opponent controls. Monsters lose 100 DEF x the number of Dust counters on them.|

 

|Loyal Guardians|8|DIRB|Trap Card|Trap||Continuous|||During the End Phase of each turn, Special Summon any number of Level 3 or lower Zombie-type monsters from your graveyard. Their effect(s) are negated. When they are removed from the field, remove them from play.|

 

|Sailing Stone|10|DIRB|Rock/Effect|Earth|3||0|2000|This card gains 1900 ATK when it attacks, during the Damage Step.|

 

|Roar of Nature|7|DIRB|Spell Card|Spell||Quick-Play|||All EARTH monsters gain 800 DEF. During your opponent's next End Phase, by destroying all monsters affected by this card, Special Summon 1 EARTH monster from your deck in face-up or face-down DEF position.|

 

|Golden Retriever|0|DIRB|Beast/Effect|Earth|2||300|1500|FLIP: Draw 1 card.|

 

|Gift Oyster|1|DIRB|Fish/Effect|Water|4||500|2000|You cannot Normal Summon or Set monsters. Once during your turn, you can remove 1 spell card from your graveyard to add 1 monster from your deck to your hand. You cannot activate this effect the turn you summon this card.|

 

|Gilead the Occultist|3|DIRB|Fairy/Effect|Earth|4||1700|1700|Whenever a Counter Trap card is activated, you can flip 1 card on the field face-down (defense position if it is a monster)|

 

|Silence Gear|4|DIRB|Machine/Effect|Dark|6||1100|2600|When this card is summoned place it in Defense position. You can negate an opponent's Spell or Trap by removing from play 2 cards with the same card type from your graveyard.|

 

|Cannonball Lob|5|DIRB|Spell Card|Spell||Quick-Play|||Tribute 1 Monster you control. Destroy 1 Spell or Trap card on the field.|

 

|Ancient Arthropod|4|DIRB|Rock/Effect|Earth|4||1800|1400|This card cannot be destroyed by battle. If there are any Spell Cards in your Graveyard destroy this card. When this card inflicts Battle Damage to your opponent by attacking directly, your opponent discards 1 random card.|

 

|Blast Commander|9|DIRB|Fiend/Effect|Earth|2||600|0|You can Special Summon this card from your hand when a FIRE or DARK monster is sent to the Graveyard.|

 

|La Llorona|0|DIRB|Fairy/Spirit/Effect|Water|8||2700|3000|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. When this card is Normal Summoned or Flipped Face-up, take control of 1 Monster on the field.|

 

|Enma, Judge of Souls|1|DIRB|Warrior/Spirit/Effect|Fire|6||2200|1900|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. When this card is Normal Summoned or Flipped Face-up, you can destroy face-up Spell or Trap cards on the field equal to the number of Face-up monsters your opponent controls, and destroy face-down Spell or Trap cards on the field equal to the number of Face-down Monsters your opponent controls.|

 

|Archaic Warrior|3|DIRB|Warrior/Fusion/Effect|Earth|5||2150|2300|1 EARTH monster + 1 Warrior-Type monster. When this card is Fusion Summoned, destroy all Synchro Monsters on the field. As long as this card remains face-up on the field, no monsters can be Synchro Summoned.|

 

|Summoning of the Genie|57|DIRB|Spell Card|Spell|||||Select 1 face-up non-Fiend Type monster you control when you activate this card. Special summon 1 Fiend-type monster from your deck with the same Attribute of your selected monster. That Fiend-type monster cannot declare an attack this turn. If your selected monster is removed from the field, the summoned monster is removed from play.|

 

|Fire Lake Demon|58|DIRB|Fiend/Effect|Fire|6||2200|500|Once per turn, you can select and activate 1 of the following effects: *Remove 2 FIRE monsters in your Graveyard from play *Increase the ATK of 1 FIRE monster you control by 100 X the number of removed from play FIRE monsters until the end phase *Inflict damage to your opponent equal to 100 X the number of FIRE monsters removed from play|

 

|Mutant Snowman|59|DIRB|Fiend/Effect|Water|6||2200|2000|When this card destroys a monster by battle increase your life points by 300 X the Level of the monster. Once per turn, you can negate the effects of all face-up spell and trap cards until the End Phase.|

 

|Rabid Sheep|96|DIRB|Beast/Fusion/Effect|Earth|1||0|0|1 Token + 1 Token. When this card is Fusion Summoned, add 1 Spell or Trap card which can Fusion Summon monsters from your Graveyard to your Deck, and Draw 2 cards. When a Token battles an opponent's monster, destroy the opponent's monster without applying damage calculation.|

 

|Razor Talon|91|DIRB|Machine|Dark|2||0|0|A very sharp metallic claw, however it is made immobile without a power source.|

 

|Android Arm|92|DIRB|Machine/Effect|Dark|2||0|500|Send a "Razor Talon" from your hand or your side of the field to the Graveyard to have this card gain 1000 ATK.|

 

|Mech-Kinetic|93|DIRB|Psychic/Effect|Dark|2||300|100|When this card is sent to the Graveyard, you can pay 500 Life points to add 1 Machine-Type monster from your Graveyard to your hand.|

 

|Eternal Guide|94|DIRB|Beast-Warrior/Effect|Earth|4||1400|2000|You can remove this card in your graveyard to negate up to 2 attacks against Beast-Warrior-Type monsters this turn.|

 

|Defaulter Composite|79|DIRB|Sea Serpent/Effect|Dark|4||1450|2000|Any monster that battles with this card becomes a Normal Monster with all of its effects negated until it is removed from the field.|

 

|Astral Blaze|80|DIRB|Spell Card|Spell|||||Inflict damage to your opponent's Life Points equal to 300 x the number of FIRE or Pyro-Type monsters that are removed from play.|

 

|Exploding Divebomber|81|DIRB|Winged Beast/Effect|Fire|4||2000|0|The controller of this card takes all the Battle Damage this card inflicts instead of the opponent. |

 

|Common Displacement|55|DIRB|Trap Card|Trap||Continuous|||When your opponent Summons a Monster or activates a card effect, if you have the same Monster, Spell, or Trap Card in your hand or Deck, you can send it to the Graveyard to negate the Summon or activation of your opponent's card and destroy it.|

 

|The Distant Star - Exos|48|DIRB|Pyro/Effect|Light|2||750|750|Remove this face-up card from play. Special Summon an opponent's Level 4 or lower monster that has been removed from play.|

 

|All Hallow's Eve|15|DIRB|Spell Card|Spell||Field|||This card is treated in your Hand and on your Field as a Continuous Spell. Both players can Normal Summon monsters from their Graveyard as if they were in their hand. (Tributes are required for levels 5 and higher.)|

 

|Honor Tax|16|DIRB|Spell Card|Spell||Field|||This card is treated in your Hand and on your Field as a Continuous Spell. Whenever a player Tribute Summons a monster, they draw card(s) equal to the number of monster(s) they tributed.|

 

|Eria, Water Erode|17|DIRB|Aqua/Effect|Water|4||1900|1500|This card is also treated as a Normal monster while in your Deck, Hand, Field or Graveyard. This card can be used as a substitute for any fusion material monster. You cannot substitute any other monsters in the Fusion summon. |

 

|Aussa, Earth Smash|18|DIRB|Rock/Effect|Earth|4||1900|1500|This card is also treated as a Normal monster while in your Deck, Hand, Field or Graveyard. This card can be used as a substitute for any fusion material monster. You cannot substitute any other monsters in the Fusion summon. |

 

|Hiita, Fire Scorch|19|DIRB|Pyro/Effect|Fire|4||1900|1500|This card is also treated as a Normal monster while in your Deck, Hand, Field or Graveyard. This card can be used as a substitute for any fusion material monster. You cannot substitute any other monsters in the Fusion summon. |

 

|Wynn, Wind Scramble|20|DIRB|Winged Beast/Effect|Wind|4||1900|1500|This card is also treated as a Normal monster while in your Deck, Hand, Field or Graveyard. This card can be used as a substitute for any fusion material monster. You cannot substitute any other monsters in the Fusion summon. |

 

|Dharc, Dark Corrupt|21|DIRB|Fiend/Effect|Dark|4||1900|1500|This card is also treated as a Normal monster while in your Deck, Hand, Field or Graveyard. This card can be used as a substitute for any fusion material monster. You cannot substitute any other monsters in the Fusion summon. |

 

|Lyna, Light Overload|22|DIRB|Fairy/Effect|Light|4||1900|1500|This card is also treated as a Normal monster while in your Deck, Hand, Field or Graveyard. This card can be used as a substitute for any fusion material monster. You cannot substitute any other monsters in the Fusion summon. |

 

|Adrenaline|26|DIRB|Spell Card|Spell|||||Select 1 Warrior-type monster with 1500 or less original ATK. Until your 2nd Standby Phase after activation, the selected monster can attack twice per turn.|

 

|Defense Amulet|27|DIRB|Spell Card|Spell||Equip|||Equip only to a Warrior-Type monster. It gains 400 ATK and DEF. Once per turn, place 1 "Mystic" counter on this card. By sending this card to the graveyard, negate a number of attacks this turn equal to the number of "Mystic" counters that were on this card. If the equipped monster is destroyed while this card is in the Graveyard, add this card to your hand.|

 

|Trance|28|DIRB|Spell Card|Spell|||||Select monsters your opponent controls up to the number of Spellcaster-Type monsters you control. Until the end of your opponent's next turn those monsters cannot attack, change their battle position, and have their effects negated.|

 

|Swift Shining Albatross|2|DIRB|Winged Beast/Fusion/Effect|Wind|6||2400|2400|1 WIND monster + 1 LIGHT monster. When this card is Fusion Summoned, you can return any Spell or Trap cards in your Graveyard to your deck and shuffle. Gain 300 Life Points for each one.|

 

|Mud Master|3|DIRB|Spellcaster/Fusion/Effect|Water|7||2400|2700|1 WATER monster + 1 EARTH monster. When this card is Fusion Summoned, you can remove from play any number of cards you control. For each one, put a Mud Counter on this card. You can remove a Mud Counter from this card to negate an opponent's monster's attack.|

 

 

 

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|Venom Spirit|0|DIRB|Plant/Effect|Dark|6||0|0|This card cannot be destroyed by battle. Any damage you would take involving this card becomes 0. When this card battles a monster, reduce that monster's ATK and DEF to 0 at the end of the Damage Step. That monster's ATK returns to it's Original ATK at the end of the Battle Phase.| You must mean the next Battle Phase, right? Because the Damage Step comes after the Battle Phase.

 

|Vengeance!|0|DIRB|Trap Card|Trap||Normal|||Activate whenever you take damage. Inflict 3/4ths of the damage you have taken to your opponent.| Nice little burn card, but only worth running in a burn deck.

 

|Prayer Slash|0|DIRB|Trap Card|Trap||Counter|||Negate the activation of an effect your opponent controls and your opponent must randomly discard 1 card from their hand.| This card isn't broken. The fact is doesn't destroy, but also the fact that it only negates the ACTIVATION of effect, rather than the effect itself. The card it negates can activate on another turn after being hit by this.

 

 

|World Split|0|DIRB|Spell Card|Spell||None|||Select 2 monsters of different Attributes. You can remove from play those monsters and Special Summon 1 monster from your Deck with a level equal to the selected monsters levels.| Now here's an interesting one. The wording of this card means that you are able to select and remove monsters from anywhere on the field, making this a nice little One-for-One removal + summon card.

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|Speedburst Bomb|X|DIRB|Spell Card|Spell||None|||Remove from play 2 Synchro Monsters from your Extra Deck. Destroy 1 Synchro Monster on the field.|

 

Remove two Synchros from the game permanently for restrictive situational removal (not to mention a -3 if you are able to summon the removed Synchros? No thanks, especially considering Big Shield Locker and the rise of Anti-Meta at the moment.

 

EDIT: Forgot to mention the fact that if negated, you still have to remove 2 Synchro Monsters.

 

@ Alfred - First 2 are thrown out due to levels of brokeness. Third I cannot allow that combo with mezzos so if it's going in it's going to be treated as a SS, and summonable from the Hand and/or deck otherwise it's too easy to set up the mezzo combo. Eccentric Electron if you want it in with the LIGHT searcher will have to remove the last effect. the end.

 

 

me and Evanm7 came up with the ruling for Ancient Beast so that you can't use 3 in one turn.

 

Wait, I just realized that all of my cards have been rejected. Eccentric Electron is a repost of one of Leo's cards (albeit with a discard cost and an RFP cost), Locker has been released before and nothing happened, Rai Monarch is a nerfed Rai-Oh and the searcher can be edited. Here is my "updated" re-post of the cards. I have put all changes in bold so you actually notice them.

 

|Big Shield Locker|0|DIRB|Warrior/Effect|Light|4|0|2300|When this card is Summoned, it is changed to face-up Defense Position. This card cannot be switched to face-up Attack Position. Neither player can Special Summon monsters. When this card is destroyed, it's controller can select and destroy 1 card on the field. Then, discard 1 card.|

|Rai Monarch|0|DIRB|Thunder/Effect|Light|3|1900|0|Once per turn, if you control no monsters and your opponent controls 1 or more monsters, you can Special Summon this card from your hand. You can Tribute this card and return 1 card in your hand to your Deck to negate the Summon of a monster(s) and destroy the monster(s). You can only control 1 face-up "Rai Monarch".|

|Bypass Mobile Search Engine|0|DIRB|Machine/Effect|Light|2|300|400|When this card is destroyed, you can pay 1500 Life Points to Summon 1 Level 4 or lower non-Fairy LIGHT monster. This is treated as a Normal Summon. While this card is in your Graveyard, the Summoned monster cannot be used as Synchro Material.|

|Eccentric Electron|0|DIRB|Thunder/Tuner/Effect|Light|1|100|0|You can remove this card in your hand from play to negate the effect of a face-up monster on the field. You can return this removed from play card to your Graveyard and remove from play 1 LIGHT monster in your Graveyard.|

 

Happy?

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But doesn't advantage count towards the hand as well? I also thought the damage step is the battle between 2 monsters and a chain of events will happen (You or your opponent loses Life Points, a monster is destroyed and if possible, effects of monsters will trigger).

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But doesn't advantage count towards the hand as well? I also thought the damage step is the battle between 2 monsters and a chain of events will happen (You or your opponent loses Life Points, a monster is destroyed and if possible, effects of monsters will trigger).

 

To your own hand, yes, but not your opponent's hand.

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yay i need to make cards.

 

|Fiend Solider|0|DIRB|Fiend/Synchro/Effect|Dark|4||2000|100|When this card is Synchro Summoned, add 1 Fiend-Type monster from your Deck to your hand.|

 

|Phoenixian Flower Bomb|1|DIRB|Spell Card|Spell||Quick-Play|||Discard 2 cards from your hand. Special Summon 2 Level 4 or lower non-Tuner "Phoenixian" monsters from your Deck in face-up Attack Position.|

 

|Scrap Destruction|2|DIRB|Spell Card|Spell||Quick-Play|||Pay 1500 Life Points. Destroy 1 monster card your opponent controls.|

 

I know Scrap Destruction might be broken, but look at Soul Taker :/.

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yay i need to make cards.

 

|Fiend Solider|0|DIRB|Fiend/Synchro/Effect|Dark|4||2000|100|When this card is Synchro Summoned, add 1 Fiend-Type monster from your Deck to your hand.| Nice and simple, but where's the Synchro material?

 

|Phoenixian Flower Bomb|1|DIRB|Spell Card|Spell||Quick-Play|||Discard 2 cards from your hand. Special Summon 2 Level 4 or lower non-Tuner "Phoenixian" monsters from your Deck in face-up Attack Position.| -1 and major Synchro fodder? No thanks.

 

|Scrap Destruction|2|DIRB|Spell Card|Spell||Quick-Play|||Pay 1500 Life Points. Destroy 1 monster card your opponent controls.| +0 with -1500 is a fine cost.

 

I know Scrap Destruction might be broken, but look at Soul Taker :/.

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Oh, I seem to have forgot the synchro material XD. It will be generic. Maybe we could change the Phoenixian card to discard 1 and allow tuners or would that be broken?

 

Do you want Rescue Cat in Spell-form that can instantly get out a Level 8? No. It's broken as it is, summoning 2 Level 4 or lower non-Tuner monsters is still big field advantage and Synchro fodder. Phoenixians are good enough already, they have more support than any other archetype.

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Wait, I just realized that all of my cards have been rejected. Eccentric Electron is a repost of one of Leo's cards (albeit with a discard cost and an RFP cost), Locker has been released before and nothing happened, Rai Monarch is a nerfed Rai-Oh (and also a re-post of Leo's card "Thunder Baboon") and the searcher can be edited. Here is my "updated" re-post of the cards. I have put all changes in bold so you actually notice them.

 

|Big Shield Locker|0|DIRB|Warrior/Effect|Light|4|0|2300|When this card is Summoned, it is changed to face-up Defense Position. This card cannot be switched to face-up Attack Position. Neither player can Special Summon monsters. When this card is destroyed, it's controller can select and destroy 1 card on the field. Then, discard 1 card.|

|Rai Monarch|0|DIRB|Thunder/Effect|Light|3|1900|0|Once per turn, if you control no monsters and your opponent controls 1 or more monsters, you can Special Summon this card from your hand. You can Tribute this card and return 1 card in your hand to your Deck to negate the Summon of a monster(s) and destroy the monster(s). You can only control 1 face-up "Rai Monarch".|

|Bypass Mobile Search Engine|0|DIRB|Machine/Effect|Light|2|300|400|When this card is destroyed, you can pay 1500 Life Points to Summon 1 Level 4 or lower non-Fairy LIGHT monster. This is treated as a Normal Summon. While this card is in your Graveyard, the Summoned monster cannot be used as Synchro Material.|

|Eccentric Electron|0|DIRB|Thunder/Tuner/Effect|Light|1|100|0|You can remove this card in your hand from play to negate the effect of a face-up monster on the field. You can return this removed from play card to your Graveyard and remove from play 1 LIGHT monster in your Graveyard.|

 

Happy?

 

I would also like to mention that giving Anti-Meta good support will check Special Summoning and Synchro abuse in the CCG as a whole. I've even nerfed them for you. I want some good feedback and opinions on these.

 

Also, is this card okay for release?:

http://forum.yugiohcardmaker.net/topic/235589-im-using-a-cyrillic-letter-for-the-purpose-of-seeming-continental/

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You know what I'll tell you why Sea and everyone else doesn't want Locker [this is for anyone who played the deck] I had a Lockdown with Locker that had STRONG tributes and burn. no SS at that time killed all most every deckthen he also had 2300 def and if he was killed you could take out the card that killed him. Also I used him with the Crystal Snakus thing for a wall which was very difficult to beat at that time. I'll proppose a Possible fix for locker right now but pls don't argue it even though it's your card. also tbh I really don't want locker back but for the factor of anti-meta I'll try my fix.

 

|Big Shield Locker|0|DIRB|Warrior/Effect|Light|4|0|1900|When this card is Normal Summoned, it is changed to face-up Defense Position. This card cannot be Special Summoned. Neither player can Special Summon monsters. When this card is destroyed by a card effect, it's controller can select and destroy 1 card on the field. Then, discard 1 card.|

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WereLord's fix on Big Shield Locker is acceptable.

 

Rai Monarch, take out the entire first sentence it's good enough as it is.

 

Bypass Engine & Electron are good.

 

Ascencion - Change the Name (we already have "ascension" in ENIL), and it's fine.

 

And everything else has been taken care of...

 

 

|Electrogeddon|0|DIRB|Dinosaur/Effect|Light|4||1400|700|You can send this card from your Hand or field to the Graveyard and tribute 1 WATER monster to Special Summon 2 "Hydro" tokens (Aqua/WATER/Lv1/0/0) and 1 "Oxy" token (Aqua/WIND/Lv2/0/0).|

 

|Reign of the Ancients|1|DIRB|Spell Card|Spell||Field|||All monsters can be Normal Summoned with 1 less Tribute Required. A non-Dinosaur type monster summoned with this effect loses 1000 ATK and DEF. When this effect is used 3 times this card is Destroyed.|

 

|Nest Pterodactyl|2|DIRB|Dinosaur/Effect|Wind|3||1300|700|When your opponent declares an attack, discard this card from your hand to the graveyard. Special summon 1 Dinosaur-type monster from your hand, and change the attack target to that monster.|

 

|Hell's Portal|3|DIRB|Spell Card|Spell||Equip|||Equip only to a Fiend-type monster you control. During each of your Standby Phases, Special Summon 1 "Demon Pawn Token" (Fiend/FIRE/Lv1/500/500).|

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You know what I'll tell you why Sea and everyone else doesn't want Locker [this is for anyone who played the deck] I had a Lockdown with Locker that had STRONG tributes and burn. You didn't release a deck list for this and I have never heard you mention this before. This sounds like a random anecdote made up to support your argument. no SS at that time killed all most every deck Isn't that the point of "Anti-Meta"? It's called "Anti" for a reason. The fact that every deck then was based around Special Summoning was the reason why we reset. It was a bad time. then he also had 2300 def and if he was killed you could take out the card that killed him. Also I used him with the Crystal Snakus thing for a wall which was very difficult to beat at that time. Crystal Snakus doesn't exist any more. Reset, remember? I'll proppose a Possible fix for locker right now but pls don't argue it even though it's your card. also tbh I really don't want locker back but for the factor of anti-meta I'll try my fix.

 

|Big Shield Locker|0|DIRB|Warrior/Effect|Light|4|0|1900|When this card is Normal Summoned, it is changed to face-up Defense Position. This card cannot be Special Summoned. Neither player can Special Summon monsters. When this card is destroyed by a card effect, it's controller can select and destroy 1 card on the field. Then, discard 1 card.|

 

Wait, so you have just said that I am not allowed to even respond to the fix. WTF? First of all, the limit for Level 4 monster DEF is 2700 (Destiny Hero Defender), but that has a drawback. The real DEF limit is 2200 (Gear Golem the Moving Fortress). I think it's DEF should be bumped up to 2200, as that prevents Level 4s from performing a kamikaze attack. Stopping it from being Special Summoned makes it almost useless as Anti-Meta needs to run a lot of cards (to provide targets for Ascension). This removes strategy from the deck, making it total luck and very inconsistent. As Locker is the core of the deck's lockdown goal and the deck has little in the way of defences, if you don't draw or summon it within about five turns you will lose the duel, killing Anti-Meta's usage as a whole entirely. Every other good deck in the CCG can get out their trump cards within about four or five turns. Why do this to Anti-Meta and not to the others? The main point of this paragraph is that stopping it from being Special Summonable makes the deck inconsistent and vulnerable, thereby killing it's usage and lowering it to Tier 3.

 

As the Anti-Meta deck is supposed to be good and viable, the deck's main cards must be good. By making Locker's defence 1900, you make sure that it can be run over by every single trump card in the entire CCG. As Anti-Meta has little in the way of attack or defence, you can quite happily wait a couple of turns until you have enough monsters for a tribute summon, which you can then easily perform and kill Locker with. It also renders Locker's destruction effect useless, further killing it's usage. Spinning, bouncing and negating are rife in the CCG (as everyone here thinks that destruction and RFP effects ARE BROKEN AND MAKE THE GAME BORING AND NOT FUN BAWWWW). With all of the spinning and bouncing around, delaying Locker for a turn and then proceeding to summon a bunch of Synchros is easy and could swing you the game. As Anti-Meta is neither offensive or defensive and doesn't have the backbone of support an archetype or attribute has, there won't be much resistance. The main point of this paragraph is that it's lowered DEF and restricted destruction effect are puny - the way most people are going to kill Locker is by running it over, which is now easy due to it's lowered DEF and it's new card effect-only restriction is useless as the CCG has an irrational fear of destruction and RFP effects, meaning that it's far more likely to be bounced or negated.

 

Maybe this was all a pipe dream anyway. I know that whenever I post a card, I come under far more scrutiny than everyone else. Everyone jumps on the bandwagon. I rarely see anyone other than myself or seattleite commenting on everyone else's cards, but whenever I post something, the other members scrabble out from under the metaphorical stone and put me down. I'm subject to acidic scrutiny every single time. I'm a bloody joke anyway. But my main flaw is that I always stand down after an argument, I just let you do whatever and walk all over me. But this time, if you spit bile at me I'll troll and flame back.

 

EDIT: Re-re-re-submit of a revamped Rai Monarch (now with original name).

 

|Thunder Baboon|0|DIRB|Thunder/Effect|Light|4|1900|0|Once per turn, if you control no monsters and your opponent controls 1 or more monsters with combined Levels of 7 or more, you can Special Summon this card from your hand. This card is unaffected by the effects of card(s) you control. You can Tribute this card, discard 1 card and remove 1 card in your Deck from play to negate the Summon of a monster(s) and destroy the monster(s). You can only control 1 face-up "Rai Monarch".|

 

Now with more restrictive costs to further hinder it's power, though I'm happy with it anyway.

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