seattleite Posted February 19, 2011 Report Share Posted February 19, 2011 Sounds like an interesting match up. Well good game to both of you, i'll be sure to update the visual soon. Also I might be less active during mid winter break, got vacation things to do and all that. Link to comment
seattleite Posted February 20, 2011 Report Share Posted February 20, 2011 Evan got the ok from TUCCG, he advances. Link to comment
CNo.101 S.H. Death Knight Posted February 20, 2011 Report Share Posted February 20, 2011 hi i like to join LCCG, as i have archetypes been evaluated in the pasts and I use to create card for guybrush treewood AKA Detective Conan. what the restrictions for submitting sets? although i dun see much except the 100 cards set? my YVD is Scheath666 Link to comment
seattleite Posted February 20, 2011 Report Share Posted February 20, 2011 Hey Scheath, i think i remember you from there (but idk if you remember me lol). Anyways accepted. =) Restrictions on the set are being worked on. We are going to limit the number of archetypes allowed in this set, but to what degree, we don't know. But until we get that worked out you are welcome to submit non-archetype cards. Btw this set's initials are NWOR. -------------------------------I've got a few already, before I forget (hand destruction FTW) |Bronze Idol|1|NWOR|Rock/Effect|Dark|3||0|1500|Send this face-up Defense position monster to the Graveyard to send 1 card in your opponent's hand or on their side of the field to the Graveyard. This card cannot be Special Summoned from the Deck.| |Mortar Launch|2|NWOR|Trap Card|Trap|||||Tribute 1 Monster you control. Randomly discard 1 card from your opponent's Hand. If it was a Monster, inflict damage equal to it's level x100.| |Possessed Armory|6|NWOR|Fiend/Effect|Light|4||2100|0|If there is no Equip Spell Card equipped to this Monster, it's Original ATK is halved.| |Divining Rod|7|NWOR|Spell Card|Spell||Equip|||When the equipped monster battles another monster, before the damage step, activate one of the following effects depending on if the level of the opponent's monster is lower or higher than the equipped monster's level: * Higher: Add 1 Continuous Trap Card from your Deck to your Hand * Lower: Add 1 Continuous Spell Card from your Deck to your Hand.| |Stagnant Decay Soldier|5|NWOR|Zombie/Effect|Earth|4||1800|1300|Once per turn, select 1 Monster in your opponent's Extra Deck and Remove it from Play.| |Gather Your Soul|1|NWOR|Trap Card|Trap||Continuous|||Once per turn, you can set 1 "Gather Your Soul" from your Deck or Graveyard to your side of the field.| |Eternal Spirit|3|NWOR|Spell Card|Spell||Field|||If a Spirit Monster was sent to the Graveyard after being Normal Summoned or Flipped Face-Up, during the End Phase, return it to it's owner's Hand.| |Jester's Senteniel|8|NWOR|Spellcaster/Fusion/Effect|Light|6||2300|2100|"Hilarious Harlequin Captain" + "The White Knight". Once per turn, remove the top 2 cards on your opponent's Deck from play. During either player's Turn, you can remove this face-up card from play to negate the activation of a Spell or Trap card and remove it from Play.| |Feral Warrior|17|NWOR|Beast-Warrior/Fusion|Wind|6||2450|1400|1 Warrior-Type monster + 1 Beast-Warrior-Type monster OR 1 Beast-Warrior-Type Monster + 1 Beast-Type Monster| |Starcatcher Show|3|NWOR|Spell Card|Spell|||||Activate only when you control a Spellcaster-Type Monster. Special Summon 1 "Bird from the Magician's Hat" from your Hand or Deck. It can attack directly this turn.| |Black Hole Sun|1|NWOR|Spell Card|Spell|||||Select 1 monster you control. Remove from play 1 monster on the field with the same level as the selected monster.| |Field Swallower|2|NWOR|Sea Serpent/Effect|Water|5||2000|2100|This card can be Normal Summoned without tribute if there is a face-up Field Spell card on the field. During the start of your Main Phase 1 you can flip a Field Spell card on the field Face-down and destroy 1 Spell or Trap card on the field. The Field Spell card cannot be activated until your next turn.| |RAM Cannon|3|NWOR|Trap Card|Trap|||||Randomly select 1 Monster in your graveyard with an Ignition effect, and activate it as if it were on the field.| Link to comment
CNo.101 S.H. Death Knight Posted February 20, 2011 Report Share Posted February 20, 2011 Hey Scheath, i think i remember you from there (but idk if you remember me lol). Anyways accepted. =) Restrictions on the set are being worked on. We are going to limit the number of archetypes allowed in this set, but to what degree, we don't know. But until we get that worked out you are welcome to submit non-archetype cards. hmm i think i do remember you actually, well i do have some non-archetype cards but i'll hold off the archetype one for while becuase they're ~load in number~ lol [spoiler= monster] |Meteor Force Dragon|03|METR|Dragon/Synchro/Effect|FIRE|10||3000|2000|1 Tuner + 1 or more FIRE non-Tuner Synchro Monsters When this card attack, it cannot be negated. At the end of Battle Phase after this card attack, destroy this card and inflict 1000 damage to both players for each Tuner monster in your Graveyard.This card cannot be Special Summoned from the Graveyard.| |The Witch of Envisage illusions|01|MIBH|Spellcaster/Effect|EARTH||6||2000|1400|This effect can only be activated on your opponent's turn when there are 3 (including this card) or more monster on the field. When this card is attacked, stacks all monsters on the field into a pile and shuffle it and set them randomly on the same Monster Zones that they were picked up, in face-down Attack Position, if a monster(s) is equipped with an Equip Card(s), they are not destroyed by this card's effect. Flip all face-down monsters face-up, if the attacking monster is on your opponent's side of the field, that monster must attack the monster that is in this card's Monster Zone. If a monster your opponent control is in this card's Monster Zone and is attacked, your opponent takes Battle Damage instead. If the attacking monster is in your side of the field, end the Battle Phase. At the end of the Battle Phase, return all monsters to their owner's side of the field.| (this one may be a little hard to understand but it's similar to Aizen's Zanpakuto ability.) |Shuka, Discharge of Amnesia|01|SDOR|Thunder\Effect| DARK|7||2600|2300| Once per turn, send 1 card you control to the Graveyard to place 1 Amnesia Counters on 2 monsters each on the field. When this card battle with a monster that have an Amnesia Counter, that monster is not destroyed, inflict 100 damage to your opponent times the level of the monster battle with this card unless it is a Thunder-Type or Rock-Type monster. This card cannot be destroyed by battle with a monster that don't have an Amnesia Counter.When this card is destroyed by battle, all monsters with Amnesia counter(s) have their effects negated.| |Madoga, Pollute of Despair|01|MPOD|Fiend/Effect|DARK|7||2500|1900| Twice per turn, discard 1 card to place a Despair Counter on 1 monster on the field. A monster with a Despair Counter(s) battle with a monster you control, your opponent take Battle Damage instead unless it is a Fiend-Type or Fairy-Type monster. this cannot be destroyed by battle with a monster that don't have a Despair Counter. When this card is destroyed by battle, all monster with Despair Counter(s) cannot attack and they cannot be tribute for a Tribute Summon.| |Lillia, Convey of Wrath|01|LCOW|Winged-Beast/Effect|DARK|6||2300|2000| Once per turn, return 1 card you control to place a Wrath Counter on 1 monster on the field. A monster with a Wrath Counter(s) cannot inflict battle damage unless it is a Winged-beast-Type or Beast-Type monster. this cannot be destroyed by battle with a monster that don't have a Wrath Counter. When this card is destroyed by battle, Return all monster with Wrath counter(s) to their owners' Hands.| |Hazaria, Constrict of Thorn|01|HCOT|Plant/Effect|DARK|6|2400|2000| Twice per turn, put 1 Thorn counter on 1 of your opponent's monsters. During on your opponent's Standby Phase, Inflict 200 damage for each Thorn counter on your opponent's Monsters unless a monster your opponent controls is a Plant-Type or Machine-Type. This card cannot be destroy by battle with a monster that don't have a Thorn counter. When this card is destroyed by battle, Monsters with Thorn Counter cannot attack and inflict 200 Damage to your opponent for each monster on their Standby Phase.| |Gregoria, Diffuse of War|01|GOW|Warrior/Effect|DARK|7||2300|2200| When this card battle with a monster, Place a War counter on that monster after Damage Calculation. During your Opponent's Standby Phase, monsters with War counter(s) lose 100 ATK and DEF unless it is a Warrior-type or Beast-Warrior-Type monster. This cannot be destroy by battle with a monster that have no War counter. When this card is destroyed by battle, Destroy all monsters with BWar Counter.| |Baraga, Blade of Malaise|01|BBOM|Spellcaster/Effect|DARK|7|2500|2100| Twice per turn, pay 500 life points to put a Malaise Counter on a monster, the monster with Malaise Counter(s) lose 500 ATK and DEF unless it is a Spellcaster-Type or Zombie-Type monster. This card cannot be destroyed by battle with a monster that don't have a Malaise Counter. When this card is destroyed by battle, switch all monsters with a Malaise Counter(s) to Defense Position and cannot be changed except by a card effect(s).| those last 6 are not an archetype since they have no relation to each other though oh btw what the channel in YVD if you have one? Link to comment
seattleite Posted February 20, 2011 Report Share Posted February 20, 2011 Cool! I saw your cards and they are all interesting. I can tell you like counters lol. Thankfully they are all balanced too so that takes a load off my back =) Some had some YVD formatting mistakes, but it's fine. I'm just reposting them for Leo since he's collaborating the .set file now. [spoiler=For Leo]|Meteor Force Dragon|3|NWOR|Dragon/Synchro/Effect|Fire|10||3000|2000|1 Tuner + 1 or more FIRE non-Tuner Synchro Monsters. When this card attacks, it cannot be negated. At the end of Battle Phase after this card attacks, destroy this card and inflict 1000 damage to both players for each Tuner monster in your Graveyard. This card cannot be Special Summoned from the Graveyard.||The Witch of Envisage Illlusions|1|NWOR|Spellcaster/Effect|Earth||6||2000|1400|This effect can only be activated on your opponent's turn when there are 3 or more monster on the field. When this card is attacked, stack all monsters on the field into a pile and shuffle it and set them randomly on the same Monster Zones that they were picked up, in face-down Attack Position. If a monster(s) is equipped with an Equip Card(s), they are not destroyed by this card's effect. Flip all face-down monsters face-up, if the attacking monster is on your opponent's side of the field, that monster must attack the monster that is in this card's Monster Zone. If a monster your opponent controls is in this card's Monster Zone and is attacked, your opponent takes Battle Damage instead. If the attacking monster is in your side of the field, end the Battle Phase. At the end of the Battle Phase, return all monsters to their owner's side of the field.||Shuka, Discharge of Amnesia|1|NWOR|Thunder/Effect|Dark|7||2600|2300|Once per turn, send 1 card you control to the Graveyard to place 1 Amnesia Counter on 2 different monsters on the field. When this card battles with a monster that has an Amnesia Counter, that monster is not destroyed and inflict 100 damage to your opponent times the level of the monster battling with this card unless it is a Thunder-Type or Rock-Type monster. This card cannot be destroyed by battle with a monster that doesn't have an Amnesia Counter. When this card is destroyed by battle, all monsters with Amnesia counter(s) have their effects negated.||Madoga, Pollute of Despair|1|NWOR|Fiend/Effect|Dark|7||2500|1900|Twice per turn, discard 1 card to place a Despair Counter on 1 monster on the field. A monster with a Despair Counter(s) battle with a monster you control, your opponent take Battle Damage instead unless it is a Fiend-Type or Fairy-Type monster. this cannot be destroyed by battle with a monster that don't have a Despair Counter. When this card is destroyed by battle, all monster with Despair Counter(s) cannot attack and they cannot be tribute for a Tribute Summon.||Lillia, Convey of Wrath|1|NWOR|Winged-Beast/Effect|Dark|6||2300|2000|Once per turn, return 1 card you control to place a Wrath Counter on 1 monster on the field. A monster with a Wrath Counter(s) cannot inflict battle damage unless it is a Winged-beast-Type or Beast-Type monster. this cannot be destroyed by battle with a monster that don't have a Wrath Counter. When this card is destroyed by battle, return all monster with Wrath counter(s) to their owners' Hands.||Hazaria, Constrict of Thorn|1|NWOR|Plant/Effect|Dark|6||2400|2000|Twice per turn, put 1 Thorn counter on 1 of your opponent's monsters. During your opponent's Standby Phase, inflict 200 damage for each Thorn counter on your opponent's Monsters unless a monster your opponent controls is a Plant-Type or Machine-Type. This card cannot be destroyed by battle with a monster that doesn't have a Thorn counter. When this card is destroyed by battle, Monsters with a Thorn Counter cannot attack and inflict 200 Damage to your opponent for each monster on their Standby Phase.||Gregoria, Diffuse of War|1|NWOR|Warrior/Effect|Dark|7||2300|2200|When this card battles a monster, place a War counter on that monster after Damage Calculation. During your Opponent's Standby Phase, monsters with War counter(s) lose 100 ATK and DEF unless it is a Warrior-type or Beast-Warrior-Type monster. This cannot be destroy by battle with a monster that doesn't have a War counter. When this card is destroyed by battle, destroy all monsters with War Counter(s).||Baraga, Blade of Malaise|1|NWOR|Spellcaster/Effect|Dark|7||2500|2100|Twice per turn, pay 500 life points to put a Malaise Counter on a monster, the monster with a Malaise Counter(s) loses 500 ATK and DEF unless it is a Spellcaster-Type or Zombie-Type monster. This card cannot be destroyed by battle with a monster that doesn't have a Malaise Counter. When this card is destroyed by battle, switch all monsters with a Malaise Counter(s) to Defense Position and they cannot be changed except by a card effect(s).| Also we don't have a YVD channel, but I see you joined our forum. We have a chatbox at the front page we use often =). It is late at night for me though so I can chat tomorrow. Link to comment
CNo.101 S.H. Death Knight Posted February 20, 2011 Report Share Posted February 20, 2011 thank well luckily they seem good in OCG since non one was willing to point out errors for long time... i wonder if you have a file that contain the current cards you guys have or so Link to comment
dogfish44 Posted February 20, 2011 Report Share Posted February 20, 2011 Leo, PM me when you're going to be on. The tourney is nearly over... Good Luck to everyone remaining! Link to comment
The Great Wolf Sif Posted February 20, 2011 Report Share Posted February 20, 2011 |HellKite of Disaster|??|NWOR|Dragon/Effect|Fire|7||2700|1700|When this card is Tribute Summoned by tributing at least one Dragon-Type monster, all face-up monsters your opponent controls lose 200 ATK and DEF for each level that monster has. Once per turn you can tribute one Dragon-Type monster and inflict half of its ATK to your opponent's life points. You can only control one face up "HellKite of Disaster".| |Waters Illusion|??|NWOR|Aqua/Effect|Water|4||1000|1200|This card can attack your opponent directly. When this card is selected as an attack target you can put one Illusion Counter on this card to end the Battle Phase. When this card has 3 or more Illusion counters on it destroy it.| Those two are part of archtypes but the can work on their own so why not. The ideas for them come from MTG [Magic the Gathering] HellKites are from MTG and the "Illusions" are based off the Type Illusion so have fun. Thats it for now Link to comment
Lonk Posted February 20, 2011 Report Share Posted February 20, 2011 Hey guys, so what did I miss? Link to comment
seattleite Posted February 20, 2011 Report Share Posted February 20, 2011 @ Scheath: Sure. The .set file for all our cards can be found in my signature, the All Sets link. just copy + paste that =) @ Tobi - Hellkite is good. Illusion i fear might be too much stall power, can we try it at 2 counters --> destroy instead? @ Zerochill - We're working on Set 5 now! New World Order (NWOR) Also I've talked to Leo and he agreed to let 2 more archetypes in. The slots will go to Tobi and Evanm7 because they asked first. Other members can get priority in submitting archetypes in the future. Remember 10 cards or less. ------------------------Making more deck types you say? |Faded Dreams|1|NWOR|Spell Card|Spell|||||Draw 1 card. Skip your next Draw Phase.| |Airbag Pufferfish|2|NWOR|Fish/Tuner/Effect|Water|2||800|800|Discard this card from your Hand to negate 1 attack.| |Catalyst Apprentice|3|NWOR|Spellcaster/Effect|Water|4||1400|1100|All Spell Cards in your Hand or on your Field are treated as Spell Speed 2 Quick-Play Spell Cards in addition to their other types.| |Calculation Savant|4|NWOR|Psychic/Effect|Wind|4||1750|250|Once per turn, you can select 1 player and take 100 damage X the number of cards in their Hand. That player must shuffle their hand into their deck and draw the same number of cards.| |Murky Water Crocogator|5|NWOR|Reptile/Effect|Water|4||1000|100|When this card destroys a monster as a result of battle, Increase the level of all monsters in your opponent's hand and on their field by 1 until their next End Phase.| |Danea, Servant of Lilith|3|NWOR|Fairy/Effect|Dark|1||0|0|While this card is the only card you control and you have no cards in your Hand, your opponent must skip their Draw Phase.| Link to comment
Lonk Posted February 20, 2011 Report Share Posted February 20, 2011 Interesting. Any reqs to this set? Link to comment
seattleite Posted February 20, 2011 Report Share Posted February 20, 2011 Most of the priority list has been taken care of but right now we don't have many Reptiles/Fish/Sea Serpents in the game. Monsters for that category or even support for them would be nice. Link to comment
CNo.101 S.H. Death Knight Posted February 20, 2011 Report Share Posted February 20, 2011 @ Scheath: Sure. The .set file for all our cards can be found in my signature, the All Sets link. just copy + paste that =) @ Tobi - Hellkite is good. Illusion i fear might be too much stall power, can we try it at 2 counters --> destroy instead? @ Zerochill - We're working on Set 5 now! New World Order (NWOR) Also I've talked to Leo and he agreed to let 2 more archetypes in. The slots will go to Tobi and Evanm7 because they asked first. Other members can get priority in submitting archetypes in the future. Remember 10 cards or less. ------------------------Making more deck types you say? |Faded Dreams|1|NWOR|Spell Card|Spell|||||Draw 1 card. Skip your next Draw Phase.| |Airbag Pufferfish|2|NWOR|Fish/Tuner/Effect|Water|2||800|800|Discard this card from your Hand to negate 1 attack.| |Catalyst Apprentice|3|NWOR|Spellcaster/Effect|Water|4||1400|1100|All Spell Cards in your Hand or on your Field are treated as Spell Speed 2 Quick-Play Spell Cards in addition to their other types.| |Calculation Savant|4|NWOR|Psychic/Effect|Wind|4||1750|250|Once per turn, you can select 1 player and take 100 damage X the number of cards in their Hand. That player must shuffle their hand into their deck and draw the same number of cards.| |Murky Water Crocogator|5|NWOR|Reptile/Effect|Water|4||1000|100|When this card destroys a monster as a result of battle, Increase the level of all monsters in your opponent's hand and on their field by 1 until their next End Phase.| |Danea, Servant of Lilith|3|NWOR|Fairy/Effect|Dark|1||0|0|While this card is the only card you control and you have no cards in your Hand, your opponent must skip their Draw Phase.| ah i c, good thing you have them prepared, i have another few more generic cards i wroted in my iphone in the past and they one of them happen to be a limited staple and a banned card in case you want them. hmm another to be concern is how to put the ban list in the YVD? |Tempest Burst|7|NWOR|Spell Card|Spell|||||Pay 1000 life points to destroy all Spell and Trap Cards on the field.| (Banned) |Rebounded Powerforce|8|NWOR|Trap Card|Trap|||||When your opponent attack with a monster, destroy all Attack Position monsters your opponent controls with the ATK equal or less than the attacking monster.| (limited) |Dark Engraver of Memories|9|NWOR|Fairy/Effect|DARK||3|600|600| When this card is destroyed by battle, it is sent to your opponent's Graveyard instead. This card cannot be Special Summoned from the Graveyard. As long as this card is in your opponent's Graveyard, your opponent cannot draw during their Draw Phase, they have to pay 500 Life Points to activate a Spell, Trap, or Effect Monster's Effect, and they have to discard 1 card to attack. Once per turn, if your opponent has no cards in their hand, they can draw 6 cards.| (Semi-limited) |Refreshing Typhoon|10|NWOR|Trap Card|Trap|||||Destroy 1 monster on the field, the controller of the destroyed monster gains Life Points equal to its DEF.| |Shifting Role|11|NWOR|Trap Card|Trap|||||When your opponent attacks with a monster that has a lower ATK than the monster your opponent controls that has the highest ATK, the monster your opponent controls with the highest ATK attacks instead. (If it's a tie, your opponent gets to choose.)| Rude Awakening Dragon|12|NWOR|Dragon/Effect|DARK||8|0|0|This card cannot be Special Summoned From your Deck. When this card is Summoned, this card is switch to Defense Position. This card cannot change position except by its own effect. This card is not destroyed by battle.When this card is attacked by a monster, on your next Battle Phase, switch this card to Attack Position, attack the monster that last attacked this card. When this card battle with a monster, this card's ATK is double of that monster's ATK during Damage Calculation only.| |Healing Battle Scar|13|NWOR|Spell Card|Spell|||||Gain Life Points equal to the total ATK of all monsters you control. Monsters you control must attack during this turn. During your Battle Phase, take damage equal to the total DEF of all monsters you control.| (Semi-Limited) those were evaluated before, basically i was informed Rebounded Powerforce was stapled cos it's like a mirror force but it is a little restricted. some think Healing battle scar shouldn't be limited or semi-limited because they think they just only gonna gain a little but imagine using it with steelswarm, a total gain with no pain. Link to comment
seattleite Posted February 21, 2011 Report Share Posted February 21, 2011 Sorry but we prefer not to accept things that are deemed limited/banned at the start. Some of your cards are good but some are OP'd for a few reasons: Tempest Burst - As a Banned Card it wouldn't make a difference in the LCCG Rebounded Powerforce - is like Mirror Force like you said and we don't like mass removal/cards that will be run in every deck Dark Engraver - No on this because it has a lot of lockdown power and if your opponent has only dead draws they essentially lose, they have no way of discarding their hand to draw 6. Refreshing Typhoon - Kind of like Soul Taker, we have a generic destruction card (Scrap Destruction), but this is better than it because it comes at no cost for yourself, so I will say no to this too. Shifting Role - is accepted, but I don't see it's usefulness... Rude Awakening Dragon - is accepted. Nice creative effect Healing Battle Scar - can be accepted @2, like you said. ah i c, good thing you have them prepared, i have another few more generic cards i wroted in my iphone in the past and they one of them happen to be a limited staple and a banned card in case you want them. hmm another to be concern is how to put the ban list in the YVD? We can't put in a custom banlist on normal YVD, so it's based on the honesty policy i guess. ;D However I am working on a program that will be like YVD with some differences, one being a relevant Ban List. I would like to explain more but it's best if I do it over the chatbox, and I can't go on right now. For now you can check the second post on this thread and it gives a small little intro ;) Link to comment
CNo.101 S.H. Death Knight Posted February 21, 2011 Report Share Posted February 21, 2011 Sorry but we prefer not to accept things that are deemed limited/banned at the start. Some of your cards are good but some are OP'd for a few reasons: Tempest Burst - As a Banned Card it wouldn't make a difference in the LCCG Rebounded Powerforce - is like Mirror Force like you said and we don't like mass removal/cards that will be run in every deck Dark Engraver - No on this because it has a lot of lockdown power and if your opponent has only dead draws they essentially lose, they have no way of discarding their hand to draw 6. Refreshing Typhoon - Kind of like Soul Taker, we have a generic destruction card (Scrap Destruction), but this is better than it because it comes at no cost for yourself, so I will say no to this too. Shifting Role - is accepted, but I don't see it's usefulness... Rude Awakening Dragon - is accepted. Nice creative effect Healing Battle Scar - can be accepted @2, like you said. We can't put in a custom banlist on normal YVD, so it's based on the honesty policy i guess. ;D However I am working on a program that will be like YVD with some differences, one being a relevant Ban List. I would like to explain more but it's best if I do it over the chatbox, and I can't go on right now. For now you can check the second post on this thread and it gives a small little intro ;) ah i c without mass destruction and removal it can make the duel more challenging and funner almost like in the show when there are less of hose kind. Shifting role actualling have purpose for those who want the opponent to strike first with the strongest monster to trigger some kind of combo that relate to ATK stats. hmm it seem about right for refreshing typhoon although destroying a monster is a cost for recovery, paying 1500 is rather alot to destroy 1 monster when 1000 LP can be a better deal though. i think rebound powerforce is a wrong name for a mass destruction like that, rather it's should have effect similar to RDA's first effect. hmm no limit on RAD? it was semi-limited before because of cards that force your opponent to attack though. aside those cards, i was reading the card lists in YVD and there seem to be OCG errors or rather some phrases are not properly aligned. Should i send you a revise list? Link to comment
Communityreborn Posted February 21, 2011 Report Share Posted February 21, 2011 Username: CommunityRebornCard Making Experience: Do you mean in this here forums, or deck making experience in real life?Will you Duel and be Active?: I'll mostly duel on the weekdays, granted my dad doesn't use the computer. My deck can be seen here: http://forum.yugiohcardmaker.net/topic/239435-stick-warriors-now-with-a-tuner-and-synchros/ Link to comment
Lonk Posted February 21, 2011 Report Share Posted February 21, 2011 Here is some of my submissions: |Slippery Eel|0|NWOR|Fish/Effect|Water|3||1400|900|Your opponent cannot activate any Spell or Trap Cards in response to this card's attack until after the Damage Step.||Frozen Barracuda|0|NWOR|Fish/Effect|Water|4||1800|1600|Your opponent cannot activate any Monster Effects in response to this card's attack until after the Damage Step.||Flame-Fanged Komodo|0|NWOR|Reptile/Effect|Fire|4||1900|1100|When this card destroys another monster by battle, inflict damage to your opponent equal to the Level of the destroyed monster x300.||Poisonous Jungle Iguana|0|NWOR|Reptile/Effect|Earth|4||800|2000|If your opponent recieves Battle Damage from a battle involving this card, select 1 monster on the field and reduce that monster's ATK equal to the damage taken by your opponent.||Splash Woman|0|NWOR|Sea Serpent/Effect|Water|4||1600|800|When this card is Normal Summoned, you can Special Summon 1 Level 2 or lower Fish-Type monster from your hand.||Large Water Snake|0|NWOR|Sea Serpent/Synchro/Effect|Water|6||2400|1600|1 WATER Tuner + 1 or more non-Tuner Fish or Sea Serpent monsters When this card is Synchro Summoned, you can add 1 Field Spell from your Deck or Graveyard to your hand. Once per turn, you can discard a Field Spell to destroy 1 Spell or Trap Card on the field.| Pretty balanced and good support. Link to comment
~Nightshade~ Posted February 21, 2011 Report Share Posted February 21, 2011 |Reaper- Doomlord|0||Warrior/Effect|Dark|1||0|0|When this card is Summoned, add 1 "Reaper Possesion" from your Deck to your Hand.|The obligatory searcher. |Reaper- Doomsword|0||Warrior/Effect|Dark|4||2000|0|When this card is Normal Summoned, Special Summon 1 monster from your opponent's Graveyard to their side of the field.|The beater. |Reaper- Doomcore|0||Warrior/Effect|Dark|3||1500|1700|You can discard 1 card from your hand to Special Summon this card from your Graveyard. You can Tribute this card to add 1 "Reaper Possesion" from your Deck to your Hand. You can only activate "Reaper-Doomcore's" effect once per turn.|Odd-man-out with a little search and revive. |Reaper- Doomend|0||Warrior/Effect|Dark|3||1500|1700|Once per turn, discard 1 card and add 1 "Reaper" Spell or Trap card from your Graveyard to your Hand.|recycle. |Reaper Possesion|0||Spell Card|Spell||None|||Select 1 "Reaper" monster in your Extra Deck. Send Fusion Materials from either side of the field or your Hand to the Graveyard and Special Summon that monster.|TRUMP. |Reaper- HOPE Fiend|0||Warrior/Fusion/Effect|Dark|5||3000|0|1 Warrior or Spellcaster monster + 1 "Doomlord" MonsterThis card can only be Fusion Summoned with "Reaper Possesion". Once per turn, destroy 1 Spell or Trap card on the field and return all Removed from Play cards to the Gravyard.| |Reaper- HOPE Knight|0||Warrior/Fusion/Effect|Dark|12||3000|0|1 Fiend or Machine-type monster + 1 "Doomlord" MonsterThis card can only be Fusion Summoned with "Reaper Possesion". Once per turn, destroy 1 Synchro monster on the field and return it to their owner's Extra Deck. | |Reaper- HOPE Miner|0||Warrior/Fusion/Effect|Dark|12||2400|2000|1 Rock or Fairy-type monster + 1 "Doomlord" MonsterThis card can only be Fusion Summoned with "Reaper Possesion". When your opponent Special Summons a monster with the effect of a Spell, Trap, or Monster effect, Remove it from play.| |Reaper- Core of Doom|0||Warrior/Fusion/Effect|Dark|12||3000|0|1 monster + 2 "Doomlord" MonstersThis card can only be Fusion Summoned with "Reaper Possesion". Once per turn, destroy 1 card on the field.| |Reaper Soulsearch|0||Trap Card|Trap||None|||Add 1 "Reaper" monster from your Deck to your hand, OR add 1 "Reaper Possesion" from your Deck to your Hand.| Link to comment
The Great Wolf Sif Posted February 21, 2011 Report Share Posted February 21, 2011 Sea are side sets WHEN are they to be realsed? Link to comment
seattleite Posted February 22, 2011 Report Share Posted February 22, 2011 Sorry guys on vacation but I was able to fit in some replies! ah i c without mass destruction and removal it can make the duel more challenging and funner almost like in the show when there are less of hose kind. Shifting role actualling have purpose for those who want the opponent to strike first with the strongest monster to trigger some kind of combo that relate to ATK stats. hmm it seem about right for refreshing typhoon although destroying a monster is a cost for recovery, paying 1500 is rather alot to destroy 1 monster when 1000 LP can be a better deal though. i think rebound powerforce is a wrong name for a mass destruction like that, rather it's should have effect similar to RDA's first effect. hmm no limit on RAD? it was semi-limited before because of cards that force your opponent to attack though. aside those cards, i was reading the card lists in YVD and there seem to be OCG errors or rather some phrases are not properly aligned. Should i send you a revise list? If you really think it needs it we can semi limit it, but we have no cards that force attacks in LCCG yet so I don't think it's necessary yet. OCG errors? A revise list would be great ;) thanks. Username: CommunityRebornCard Making Experience: Do you mean in this here forums, or deck making experience in real life?Will you Duel and be Active?: I'll mostly duel on the weekdays, granted my dad doesn't use the computer. My deck can be seen here: http://forum.yugiohcardmaker.net/topic/239435-stick-warriors-now-with-a-tuner-and-synchros/ Um, you already joined a few pages back xD lol. Card making experience - means creating custom cards. Here is some of my submissions: |Slippery Eel|0|NWOR|Fish/Effect|Water|3||1400|900|Your opponent cannot activate any Spell or Trap Cards in response to this card's attack until after the Damage Step.|Grood|Frozen Barracuda|0|NWOR|Fish/Effect|Water|4||1800|1600|Your opponent cannot activate any Monster Effects in response to this card's attack until after the Damage Step.|Grood again xD|Flame-Fanged Komodo|0|NWOR|Reptile/Effect|Fire|4||1900|1100|When this card destroys another monster by battle, inflict damage to your opponent equal to the Level of the destroyed monster x300.|nice nice. Gives those reptiles a solid monster.|Poisonous Jungle Iguana|0|NWOR|Reptile/Effect|Earth|4||800|2000|If your opponent recieves Battle Damage from a battle involving this card, select 1 monster on the field and reduce that monster's ATK equal to the damage taken by your opponent.|another solid monster for reptiles! Nice weakening Effect|Splash Woman|0|NWOR|Sea Serpent/Effect|Water|4||1600|800|When this card is Normal Summoned, you can Special Summon 1 Level 2 or lower Fish-Type monster from your hand.|Cool|Large Water Snake|0|NWOR|Sea Serpent/Synchro/Effect|Water|6||2400|1600|1 WATER Tuner + 1 or more non-Tuner Fish or Sea Serpent monsters When this card is Synchro Summoned, you can add 1 Field Spell from your Deck or Graveyard to your hand. Once per turn, you can discard a Field Spell to destroy 1 Spell or Trap Card on the field.|Solid monster. Nice Pretty balanced and good support. True, all are good and balanced. Not much else to say but nice! ;D Slippery eel is just a less powerful version of Barracuda? ok. |Reaper- Doomlord|0||Warrior/Effect|Dark|1||0|0|When this card is Summoned, add 1 "Reaper Possesion" from your Deck to your Hand.|Cool. |Reaper- Doomsword|0||Warrior/Effect|Dark|4||2000|0|When this card is Normal Summoned, Special Summon 1 monster from your opponent's Graveyard to their side of the field.|VERY interesting. I like this card a lot. |Reaper- Doomcore|0||Warrior/Effect|Dark|3||1500|1700|You can discard 1 card from your hand to Special Summon this card from your Graveyard. You can Tribute this card to add 1 "Reaper Possesion" from your Deck to your Hand. You can only activate "Reaper-Doomcore's" effect once per turn.|ok, nice. |Reaper- Doomend|0||Warrior/Effect|Dark|3||1500|1700|Once per turn, discard 1 card and add 1 "Reaper" Spell or Trap card from your Graveyard to your Hand.|lots of recycling in this archetype i see. |Reaper Possesion|0||Spell Card|Spell||None|||Select 1 "Reaper" monster in your Extra Deck. Send Fusion Materials from either side of the field or your Hand to the Graveyard and Special Summon that monster.|Macabre Fusion? |Reaper- HOPE Fiend|0||Warrior/Fusion/Effect|Dark|5||3000|0|1 Warrior or Spellcaster monster + 1 "Doomlord" MonsterThis card can only be Fusion Summoned with "Reaper Possesion". Once per turn, destroy 1 Spell or Trap card on the field and return all Removed from Play cards to the Gravyard.|3000 ATK for a generic fusion, with Possesions searchers all over might be a little steep. We'll see. BTW why is this lv5 and the others lv12? |Reaper- HOPE Knight|0||Warrior/Fusion/Effect|Dark|12||3000|0|1 Fiend or Machine-type monster + 1 "Doomlord" MonsterThis card can only be Fusion Summoned with "Reaper Possesion". Once per turn, destroy 1 Synchro monster on the field and return it to their owner's Extra Deck. |Oh so this is a theme like Death Dealer rite? Anyway the 3000 ATK thing again man, might be too steep, especially with potential monster removal. |Reaper- HOPE Miner|0||Warrior/Fusion/Effect|Dark|12||2400|2000|1 Rock or Fairy-type monster + 1 "Doomlord" MonsterThis card can only be Fusion Summoned with "Reaper Possesion". When your opponent Special Summons a monster with the effect of a Spell, Trap, or Monster effect, Remove it from play.|Shutting off SS's entirely, only for your opponent now is too much. Maybe once per duel, remove it from play? |Reaper- Core of Doom|0||Warrior/Fusion/Effect|Dark|12||3000|0|1 monster + 2 "Doomlord" MonstersThis card can only be Fusion Summoned with "Reaper Possesion". Once per turn, destroy 1 card on the field.|Yeah too much here too. Fusion 2 from your hand, remove any opponent monster, destroy other undefined card and attack directly for 3000. |Reaper Soulsearch|0||Trap Card|Trap||None|||Add 1 "Reaper" monster from your Deck to your hand, OR add 1 "Reaper Possesion" from your Deck to your Hand.| Looking at this makes my Macabre Fusion set seem UP'd. lol. I might have to make more support for it now. Sea are side sets WHEN are they to be realsed? Sorry I can't answer that =( Leo said he'll release them when he feels like it... ----------------------------------- Hmm so zerochill's card reminded me of an Anime card that would be really nice in the LCCG. 1 card won't hurt right? ;) I changed it only slightly. |Relativity Field|0|NWOR|Spell Card|Spell||Field|||Once per turn, the first time a player takes damage, decrease the ATK of all monsters that player controls by half of the damage taken.| Link to comment
The Great Wolf Sif Posted February 22, 2011 Report Share Posted February 22, 2011 Sorry I can't answer that =( Leo said he'll release them when he feels like it... [spoiler=Say what you want but this IS needed here] ANYWAYS....A Lv Dragon have fun |Burning Development Dragon Lv 1|??|NWOR|Dragon/Effect|Fire|1||100|100|During your Stand by Phase you can reval one Fire-Attribute monster in your hand to inflict damage to your opponent equal to 100x that monsters level. During an End Phase in which this card was face-up and your opponent took Effect Damage this turn you can send this card to the Graveyard and Special Summon one "Burning Development Dragon Lv 3" from your hand or Deck.| |Burning Development Dragon Lv 3|??|NWOR|Dragon/Effect|Fire|3||1100|1100|During your Stand by Phase you can reval one Fire-Attribute monster in your hand to inflict damage to your opponent equal to 300x that monsters level. If you controll another face-up Fire -Attribute monster then this card cannot be selected as an attack target. During an End Phase in which this card was face-up and your opponent took Effect Damage this turn you can send this card to the Graveyard and Special Summon one "Burning Development Dragon Lv 5" from your hand or Deck.| |Burning Development Dragon Lv 5|??|NWOR|Dragon/Effect|Fire|5||2100|2100|During your Stand by Phase you can reval one Fire-Attribute monster in your hand to inflict damage to your opponent equal to 500x that monsters level. During an End Phase in which this card was face-up and your opponent took Effect Damage this turn you can send this card to the Graveyard and Special Summon one "Burning Development Dragon Lv 7" from your hand or Deck.| |Burning Development Dragon Lv 7|??|NWOR|Dragon/Effect|Fire|7||2100|3100|During your Stand by Phase you can reval one Fire-Attribute monster in your hand to inflict damage to your opponent equal to 700x that monsters level. During an End Phase in which this card was face-up and your opponent took Effect Damage this turn you can send this card to the Graveyard and Special Summon one "Burning Development Dragon Lv 10" from your hand or Deck.| |Burning Development Dragon Lv 10|??|NWOR|Dragon/Effect|Fire|10||2900|3100|This card cannot be Normal Summoned or set this card cannot be Special Summoned except by the effect of "Burning Development Dragon Lv 7". During your Stand by Phase you can send one Fire-Attribute monster in your hand to the Graveyard to inflict damage to your opponent equal to 800x that monsters level. Once per turn both player's can select one card in their Graveyard and add it to their hand. During each players End Phase the turn player takes 400 damage for each card in their hand.| They need some fixes but I g2g for now I'll fix them later. but tell me what you think Link to comment
~Nightshade~ Posted February 22, 2011 Report Share Posted February 22, 2011 You can lessen the ATK of them all. The lvl 5 thing: idk. But bare in mind if you face a non-HOPE'd type, you autolose. Link to comment
.Leo Posted February 22, 2011 Author Report Share Posted February 22, 2011 Well, we were going to release them after the tourny but then we started this set. I will probably duel dogfish tomorrow. Tell him to go on tinyurl.com/lccgchat when he sees me online. Link to comment
CNo.101 S.H. Death Knight Posted February 22, 2011 Report Share Posted February 22, 2011 Sorry guys on vacation but I was able to fit in some replies! If you really think it needs it we can semi limit it, but we have no cards that force attacks in LCCG yet so I don't think it's necessary yet. OCG errors? A revise list would be great ;) thanks. yeah because i noticed one of them like asthetic Aeroart saying "Activate only when this card is the only card in your hand. Select 1 WIND monster from your deck and when you have number of cards in equal or greater than that monster, destroy this card. Then you can Special Summon that monster or add it to your hand." what missing is what part of that monster is referred to meet the condition, it is most likely to assume it meant the level and the ocg isn't quite match so it should be like this "Activate when this card is the only card in your Hand. Select 1 Wind monster from your Deck. When you have a number of cards in your Hand equal or greater than that monster's level, destroy this card to Special Summon that monster or add it to your Hand." but the problem is i don't comprehend much of this phrase "Select 1 monster from your Deck" it seem it left a process incomplete, i'm not sure if i ever encounter a card that this phrase without continuing, so is it like you search to select 1 card in your deck and put it back in it then shuffle it? ------------------------------------------------------------ i have a couple or few cards i came up on the spot or so. |Exchanging Shifts|0|NWOR|Spell Card|Spell||||| Activate only when you had conduct a Normal Summon or Set, return 1 face-up monster you control to your Hand. Special Summon 1 Level 4 monster from your Hand. Only 1 "Exchanging Shift" can be activated per turn.| I add the conduction of Normal Summon in this one, let me now if it Uped or so. |Taunted Maniacs|0|NWOR|Trap Card|Trap|||||Activate only on your opponent's Standby phase, Send 1 card you control to the Graveyard, All face-up monsters your opponent controls are changed to Attack Position, and cannot change their battle positions this turn. All monsters your opponent currently controls must attack this turn, if able (including a monster(s) that is Summoned this turn.) Set this card face-down again instead of sending it to the Graveyard. IMO it might be a little Oped but it up to you. |Darkness Spite|0|NWOR|Spell Card|Spell||Quick-Play||| Activate when a monster your opponent control attacking you directly while you control a face-down monster. Halve the ATK of the Attacking monster (permanently) and your opponent takes damage to that monster's ATk.| |Blasting Shade|0|NWOR|Trap Card|Trap||||| Activate when you control 4 or more face-down monsters, destroy all face-down cards your opponent controls.| I guess that good for now. now i think of it, is there a limit to how many generic cards made by each of us for a set? Link to comment
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