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


.Leo

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Thanks Sea I'll do as you suggested.

 

Okay here's a bunch more cards.

 

Baby Darkiea

Level- 2

DARK

Dragon

Monster

Effect

By tributing this card which has been on the field for 1 turn you can special summon 1 "Darkiea the Dragoness" from your deck.

ATK-750 DEF-750

Now you've changed your wording here, are you summoning the actual Darkeia or a member of it's archetype? Before you said "1 Darkiea the Dragonness monster", which implied any member of that archetype. Plus, include "1 or more turn(s)", not sure about this one, but that could imply not being able to summon after multiple turns.

 

 

Dark Barrier Spell

Trap

Continuous

Activate only if you contol a "Darkiea the Dragoness" normal monster. "Darkiea the Dragoness" normal monsters you control cannot be destroyed by battle and any damage taken by battles involving a "Darkiea the Dragoness" normal monster you control is halved. If a "Darkiea the Dragoness" normal monster you control is switched to defense position, destroy this card.

Interesting, might be worth running 1.

 

Forbidden Arts

Trap

Continuous

Tribute 1 "Darkiea the Dragoness" monster you control. Special summon from your graveyard, the monster that requires that monster as a tribute(ignoring the summoning conditions. That monster's effect is negated and it cannot attack. If this card is removed from the field, that monster is also destroyed, if that monster is destroyed, destroy this card.

Take out the effect negation portion OR the not attacking portion, otherwise this is too situational with not enough pay off.

 

NightFlare Dragon

Monster

Tuner

Level-4

DARK

Dragon

When this card is normal summoned, special summon 1 level 4 or lower DARK monster in your graveyard in attack position. It's effect is negated and it's attack is reduced to 0. This card can only be used for the synchro summon of a DARK monster.

ATK- 1300 DEF- 1000

Oh gosh, you should do something to this (maybe make it specific to Synchro Summoning Darkiea) or something, otherwise it's borderline Debris.

 

 

Darkiea the Dragoness of the Night

DARK

Dragon

Synchro

Effect

Level- 8

1 DARK Dragon-Type Tuner + Darkiea the Dragoness

This card cannot be special summoned except by synchro summon. If the Darkiea the Dragoness which was used to synchro summon this card has been on the field for 2 or more of your turns then this card gains the following effect:

When this card is synchro summoned, destroy up to two cards your opponent controls.

When this card is destroyed, return up to 3 DARK monsters in your graveyard to your deck except this card.

ATK- 3000 DEF- 1800

Cool support, it's fine, if only for some OCG problems (but "If a "Darkiea the Dragoness" monster which was used as synchro material for the synchro summon of this card has been on the field for 2 or more of your turns, then this card gains the following effects: )

 

 

Fury of the Night Mistress

Trap

Normal

Activate only during the end phase of your turn. Tribute one "Darkiea the Dragoness- Mistress of the Night" you control. Destroy all cards on the field.

Hmm, alright. It would be hard to run this though since you are tributing your best nomi for it anyways. Best I can think of is make it a Quick-Play Spell.

 

 

Shadow Dragoness

DARK

Level 8

Dragon

Fusion

Effect

Darkiea the Dragoness + Dark Shadow Lizard

This card cannot be special summoned except by fusion summon by returning the above monsters to your deck after they have been on the field together for 3 or more of your turns(You do not use Polymerization). Up to twice per turn, you can negate the attack of 1 non DARK monster on the field.

ATK-2750 DEF- 2050

 

Shadow Strike

Spell

Normal

For each DARK Dragon-Type monster you control, you can destroy up to 1 set spell/trap card your opponent controls. Any level 5 or higher monsters you control cannot declare an attack this turn.

iiiiinteresting. I don't know how well they swarm, but even E Heroes have something like this, and yours doesn't seem like a swarm archetype, so i would suggest making this a little more powerful :P

 

Heart of the Dragoness

Spell

Normal

Activate only if this card has been in your hand for 3 or more of your turns. Special summon 1 "Darkiea the Dragoness" Normal monster from your hand. It gains 600 attack. By decreasing the attack of that monster by 700 you can negate 1 attack targeted at a DARK Dragon monster you control except a "Darkiea the Dragoness" monster.

Too slow, I would just take out the turn restriction altogether. If you want to focus on waiting though, maybe make the ATK increase more.

 

 

Shadow Clone

DARK

Level 4

Dragon

Effect

By revealing 1 level 8 or lower DARK monster in your hand, you can treat this card's name as that monster's until the End Phase.

ATK- 1750 DEF- 1000

Ah, nice support for your cards.

 

Darkfire

Spell

Continuous

Any DARK Dragon-type monster that is summoned whilst this card is on the field gains 400 ATK. If a "Darkiea the Dragoness" monster is summoned, you can send one monster from your deck to the graveyard to add one card in your graveyard to your hand.

First sentence is awkward. "Whenever a DARK Dragon-Type monster is summoned, it gains 400 ATK." Second effect is powerful but seems fine due to the limited number of monsters in your archetype.

 

 

Hidden Surprise

Trap

Counter

Activate only if your opponent activates a spell or trap card whilst you control 3 or more face-up DARK monsters. Negate the activation of that card and destroy it. By tributing 1 DARK monster, you can re-set this card instead of sending it to the graveyard.

I'd probably make it 2 or more, otherwise swarming 3 would most likely be weaker monsters. And why use "whilst"? Is that even modern english? xD Use "while" in all cases.

 

 

Darkness Shift

Spell

Normal

Special summon 1 level 4 or lower DARK normal monster from your deck.

Broke, makes for instant synchroes.

 

Darkiea the Dragoness- Divine Darkness

DARK

Level 12

Dragon

Fusion

Effect

Darkiea the Dragoness + Darkiea the Dragoness of Darkness +Darkiea the Dragoness- Mistress of the Night

This card cannot be special summoned except by fusion summon by returning the above cards on on your field to your deck after they have all been on the field together for 3 or more of your turns. Once per turn, you can halve this cards attack and defense to destroy all face-up monsters your opponent controls. By removing from play 4 DARK monsters in your graveyard, inflict 2000 damage to your opponent. This card cannot attack the turn you use this effect. When this card is destroyed and sent to the graveyard, special summon 1 "Darkiea the Dragoness" monster from your deck(ignoring the summoning conditions).

ATK-4000 DEF-4000

(I think this last one may be Over Powered.)

Actually no, if you can actually keep those 3 monsters on the field, 2 being nomis for 3 or more turns, you deserve this.

 

The first of my Storm Exceed monsters.

 

Master of Storm.

 

Monster.

 

LIGHT

 

Warrior/Exceed/Effect.

 

Rank 4.

 

2 or More Level 4 "Storm" monsters.

 

2850/1400

 

This card's attribute is the same as Exceed Materiel monsters used for this card. You can only have one monster per attribute as an Exceed Materiel monster off this card. This card gains the effects off its Exceed Materiel monsters (For effects that talk about level, treat its rank as its level.). If this card have five Exceed Materiel Monster's, you can send them all to the graveyard in order to special summon 1 "Envoy of the Storm" from your extra deck with this card as its Exceed Materiel monster. If you do, treat this card as a level eight "Storm" Monster off one attribute and have it gain its effect. If this card is an Exceed Materiel Monster at the end off your turn you can select one level eight "Storm" Monster in your deck. This card is now treated as this card in addition to any previous cards it has been treated as. Once per turn, you can pay 500 LP to tribute one level four "Storm" Monster who's attribute matchs this cards to special summon from your deck a level eight "Storm" Monster of the same attribute." If this card is destroyed, special summon two off its Exceed Materiel monsters to the field.

 

This will be changed to an effect monster if I can't use Exceed monsters in YVD.

Slasher is right, all of your storms are Lv4 if i remember correctly, and can swarm somewhat. By just having 2 you can literally morph them into a 2850 ATKer with all the effects of its exceed materials and SS them once it's destroyed.... this will definitely need something, and you can probably start by taking the last sentence out...

 

 

sorry i am inactive, i am grounded for... who knows when, if im not back, dont hold the tournament back on me

Alright, understood. The tournament is still depending on us fixing some cards first, so you might still be able to participate? :)

 

Exceed Cannon Blaster

Continious Spell Card

Every time an Exceed Material Monster is detached, you can banish that monster to inflict damage to your opponent equal to half the ATK of the banished monster.

 

Will change to YVD format once i get on my computer.

 

I'm probably not the best person to review this since I haven't used exceeds yet, but it seems ok IMO.

 

Hey gents; you guys seem to have an interesting group going on, and I thought I'd contribute with my own little archetype that I cooked up. :3

 

You can find it on tcgplayer here.

 

Cool, someone on there saw my post :3 . Yeah Corbenik is right, archetypes unfortunately must be restricted due to limited space. but thanks!

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Random cards to be reviewed:

 

 

 

 

Name: Ancient Phoenix

 

Attribute: Fire

 

Type: Winged Beast

 

ATK/DEF: 1750/1000

 

Level: 4

 

Effect: This card is also treated as a Pyro-Type monster. Once per turn, you can inflict 200 damage to both players for each FIRE monster in your Graveyard. This card cannot attack the turn you use this effect. If this card is sent from the field to the Graveyard, you can banish 1 Level 4 or lower FIRE monster in your Graveyard, except "Ancient Phoenix", to add 1 monster from your Deck to your hand with the same name as the banished monster. If you do, inflict damage to your opponent equal to half the ATK of the banished monster.

 

 

 

Name: Elite Spearfighter

 

Attribute: Earth

 

Type: Warrior

 

ATK/DEF: 1600/1200

 

Level: 4

 

Effect: This card inflicts Piercing Battle Damage. Once per turn, you can reveal 1 Warrior-Type monster in your hand to change 1 face-up Attack Position monster on the field to face-up Defense Position. This card gains 100 ATK for each Warrior-Type monster on the field. You can banish this card in your Graveyard to select 1 Warrior-Type monster you control. It gains 500 ATK and inflicts Piercing Battle Damage, until the End Phase.

 

 

 

Name: Divine Judge

 

Attribute: Light

 

Type: Fairy

 

ATK/DEF: 1600/1000

 

Level: 8

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect or by paying half your Life Points when a monster your opponent controls declares an attack. This card cannot be targeted by card effects. Up to twice per turn, if this card is attacked by a monster your opponent controls, you can negate the attack and return the attacking monster to the owner's hand. If you do, roll a six-sided die. If the result is lower than the Level of that monster, take 500 damage. If this card you control is sent to the Graveyard, you can Special Summon it in face-up Attack Position. If you do, your opponent draws 1 card.

 

 

 

Name: Dragon of Despair

 

Attribute: Dark

 

Type: Dragon

 

ATK/DEF: 2700/2500

 

Level: 10

 

Effect: This card cannot be Normal Summon or Set. When a DARK monster you control is banished, you can Special Summon this card from your hand. While this card is in your Graveyard, it cannot be banished. Your opponent cannot activate any Spell or Trap cards during the Battle Phase. If you control 3 or more monsters, destroy this card. If this card is destroyed by a card effect, all monsters you control are banished during the End Phase. Once per turn, you can activate on of these effects, depending on the number of your banished DARK monsters. • 3 or more: You can pay 500 Life Points to banish 1 DARK monster in your Graveyard. • 6 or more: Until the End Phase of this turn, this card inflicts Piercing Battle Damage. • 9 or more: You can discard 1 card to Special Summon 1 of your banished DARK monsters. • 12 or more: Destroy all cards on the field.|

 

 

 

Name: Haunted Ghost

 

Attribute: Dark

 

Type: Fiend

 

ATK/DEF: 0/0

 

Level: 1

 

Effect: You can banish this card in your Graveyard to select 1 monster on the field and destroy it. It is considered destroyed by battle. Each player can only use the effect of "Haunted Ghost" once per Duel.

 

 

 

 

All cards are non-Fusion, non-Exceed, non-Ritual, non-Synchro Effect monsters.

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Have we got an Overpowered card that when summoned is a walking OTK/FTK like Colicanth?

 

If not:

 

DARK Mech Beast

DARK/Level 8/Machine/Effect: When this card is summoned, Special Summon up to 4 DARK monster from your deck. They all have their effects negated. If their is 5 monsters on your side of the field, Double the ATK of all monsters on the field. You can tribute a DARK monster to inflict damage to your opponents Life Points equal to half the ATK of the tributed monster.

1500/1500

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Changes that I've made to any card(not including wording)(Changes are in italics)

 

Darkness Shift

Spell

Normal

ADD 1 level 4 or lower DARK normal monster from your deck to your hand.

 

Darkiea the Dragoness- Mistress of Darkness

DARK

Level-12

Dragon

Effect

This card cannot be normal summoned or set. This card cannot be special summoned escept by tributing one "Darkiea, The Dragoness of Darkness" that has been on the field for 5 or more of your turns. Once per turn, you can destroy one monster your opponent controls. Each time a DARK monster is summoned to your side of the field, draw 1 card.

ATK- 3500 DEF- 3100

 

Forbidden Arts-

Took out no attack

 

Fury of the Night mistress

Made quickplay spell

 

Heart of the Dragoness

Spell

Normal

Activate only if this card has been in your hand for 3 or more of your turns. Special summon 1 "Darkiea the Dragoness" Normal monster from your hand. It gains 1000 ATK. By decreasing the ATK of that monster by 500 you can negate 1 attack targeted at a DARK Dragon monster you control except a "Darkiea the Dragoness" monster.

 

Hidden Surprise- Changed to 2 or more Dark Monsters.

Baby Darkiea- Changed to 1 or more turns.

 

Mentor

DARK

Level 5

Dragon

Effect

If you control 2 or more face up DARK Dragon-Type monsters you can special summon this card from your hand. Once per turn, by paying 1000 Life Points you can tribute one "Darkiea" monster card you control to special summon, from your hand, the card which requires that monster as a tribute (ignoring the summoning conditions).

 

Nightflare Dragon

DARK

Level-4

Dragon

Tuner

When this card is normal summoned, special summon 1 level 4 or lower DARK monster in your graveyard in attack position. It's effect is negated and it's attack is reduced to 0. This card can only be used for the synchro summon of a "Darkiea the Dragoness" monster.

 

Shadow Strike- I have no idea what to do...

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I guess I'll just have to go with the effect version of Master then...

 

Master of Storm.

 

Monster. LIGHT Warrior/Effect. Level 7

 

2850/1400

 

This card can only be tribute summoned be tributing two level 4 "Storm" Monster. You can tribute any number off level 4 "Storm" monsters when you summon this card. This card gets the following effects depending on the attribute off the Monsters tributed.

Fire: During your standby phase. Inflict damage to your opponent equal to this monsters level x100

Water: During your standby phase. Increase your Life Points equal to this monsters level x100

Wind: This card can attack your opponent directly. When you do, battle damage is halved.

Light: Once per turn, if a card that destroys a card monster on the field is activated, negate it.

Darkness: If this card destroys a monster, you can select and destroy another card on the field.

If this card as all five off the previous effects, it also gains the following: During your main phase, you can tribute this card in order to special summon 1 ‘Envoy of the Storm’ from your deck or hand. For the first two turns it is on the field. Treat it like no attributes have been tributed. On the third turn it has been on the field, treat it like all five attributes have been tributed.

Once per turn. By paying 500 Life Points you can tribute 1 level 4 "Storm" Monster, in order to Special Summon 1 level 8 "Storm" Monster off the same attribute from your deck.

When this card is destroyed, you can Special Summon 2 level 4 "Storm" Monsters from your Deck and/or Graveyard.

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I guess I'll just have to go with the effect version of Master then...

 

Master of Storm.

 

Monster. LIGHT Warrior/Effect. Level 7

 

2850/1400

 

This card can only be tribute summoned be tributing a level 4 "Storm" Monster. You can tribute any number off level 4 "Storm" monsters when you summon this card. This card gets the following effects depending on the attribute off the Monsters tributed.

Fire: During your standby phase. Inflict damage to your opponent equal to this monsters level x100

Water: During your standby phase. Increase your Life Points equal to this monsters level x100

Wind: This card can attack your opponent directly. When you do, battle damage is halved.

Light: Once per turn, if a card that destroys a card monster on the field is activated, negate it.

Darkness: If this card destroys a monster, you can select and destroy another card on the field.

If this card as all five off the previous effects, it also gains the following: During your main phase, you can tribute this card in order to special summon 1 ‘Envoy of the Storm’ from your deck or hand. For the first two turns it is on the field. Treat it like no attributes have been tributed. On the third turn it has been on the field, treat it like all five attributes have been tributed.

Once per turn. You can tribute 1 level 4 "Storm" Monster, in order to Special Summon 1 level 8 "Storm" Monster off the same attribute from your deck.

When this card is destroyed, you can Special Summon 2 level 4 "Storm" Monsters from your Deck and/or Graveyard.

 

Forgive me Tempest but I still think it's OP... it's the last two effects.

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Its last two effects are its main effects through. Plus all off my Storm monsters summon other Storm monsters when destroyed.

I know but it's a 1 tribute 2850 monster(Most 2 tributes aren't that high) and it has a load of effects to choose from(or use all), and can special summon a lhigh level monster every turn. The last effect could be okay... But the second last... Nuh... It's way too strong if you ask me.

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... I had it checked by someone previously and it was fine, plus none off them are that high powered. Admittedly there is one with 3000 DEF but apart from that none off them are any stronger then Master of the Storm. Infact most off them are weaker then him. Also, you got to get a level 4 "Storm" Monster onto the the field first, which will most likely cost you your normal summon.

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\The effect below confuses me. Does this monster have it regardless of what Attribute is tributed or when all have been Tributed?

 

Once per turn. By paying 500 Life Points you can tribute 1 level 4 "Storm" Monster, in order to Special Summon 1 level 8 "Storm" Monster off the same attribute from your deck.

When this card is destroyed, you can Special Summon 2 level 4 "Storm" Monsters from your Deck and/or Graveyard.

 

the main effect it gets from tributing 5 monsters is way too slow to bother with. Try gearing it towards something else because that takes up too much card space.

 

For one, this is way too many damn effects. Anyone who can see this card for the first time will get lost in how many different things it does, and not only that, the effect would take up so much room that remembering everything it does would be hellishly difficult.

 

For two, the last effect is too strong of a summoning engine. While not overpowered, it is far too consistent and not only allows the swarming of Level 8 monsters by tributing 1 monster and paying 500, but being destroyed leads to two monsters that can just be tributed for the next Master of Storm.

 

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Maybe it has too many effects, but its what Master of the Storm does, it absorbs the effects off the monsters that are tributed for it. As for the five monster tribute? Well its not going to be the only way to get Envoy of the Storm... plus its to do with the attribute off the monsters and Storm monsters? They'll be able to gain attributes even if its only temporarily.

 

As for the last two effects, well firstly this card will be limited, so when its destroyed, it is destroyed. I'm also gonna change the wording so that it can only be special summoned from the hand by tributing two or more level 4 "Storm" Monsters off different attributes so if he is gone to only way to get him back is to get him back to the hand then resummon him. As for his final effect? Its simply an upgrade on the level 4 "Storm" Monsters effects - only, it doesn't returned the monster to the deck anyhow... oh and I'm changing it so its destroyed by your opponent so you can't just destroy is yourself.

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I guess i'll let you guys decide on Tempest's card, i can't keep up xD

 

Random cards to be reviewed:

 

 

 

 

Name: Ancient Phoenix

 

Attribute: Fire

 

Type: Winged Beast

 

ATK/DEF: 1750/1000

 

Level: 4

 

Effect: This card is also treated as a Pyro-Type monster. Once per turn, you can inflict 200 damage to both players for each FIRE monster in your Graveyard. This card cannot attack the turn you use this effect. If this card is sent from the field to the Graveyard, you can banish 1 Level 4 or lower FIRE monster in your Graveyard, except "Ancient Phoenix", to add 1 monster from your Deck to your hand with the same name as the banished monster. If you do, inflict damage to your opponent equal to half the ATK of the banished monster.

 

Interesting, goes with Explosive waves and the like. Nice card.

 

 

Name: Elite Spearfighter

 

Attribute: Earth

 

Type: Warrior

 

ATK/DEF: 1600/1200

 

Level: 4

 

Effect: This card inflicts Piercing Battle Damage. Once per turn, you can reveal 1 Warrior-Type monster in your hand to change 1 face-up Attack Position monster on the field to face-up Defense Position. This card gains 100 ATK for each Warrior-Type monster on the field. You can banish this card in your Graveyard to select 1 Warrior-Type monster you control. It gains 500 ATK and inflicts Piercing Battle Damage, until the End Phase.

 

Seems like the Warrior's Bread and Butter. Quite a nice buff.

 

 

Name: Divine Judge

 

Attribute: Light

 

Type: Fairy

 

ATK/DEF: 1600/1000

 

Level: 8

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect or by paying half your Life Points when a monster your opponent controls declares an attack. This card cannot be targeted by card effects. Up to twice per turn, if this card is attacked by a monster your opponent controls, you can negate the attack and return the attacking monster to the owner's hand. If you do, roll a six-sided die. If the result is lower than the Level of that monster, take 500 damage. If this card you control is sent to the Graveyard, you can Special Summon it in face-up Attack Position. If you do, your opponent draws 1 card.

 

Interesting, might find some combo with Lost Eden for a good stall tactic.

 

Name: Dragon of Despair

 

Attribute: Dark

 

Type: Dragon

 

ATK/DEF: 2700/2500

 

Level: 10

 

Effect: This card cannot be Normal Summon or Set. When a DARK monster you control is banished, you can Special Summon this card from your hand. While this card is in your Graveyard, it cannot be banished. Your opponent cannot activate any Spell or Trap cards during the Battle Phase. If you control 3 or more monsters, destroy this card. If this card is destroyed by a card effect, all monsters you control are banished during the End Phase. Once per turn, you can activate on of these effects, depending on the number of your banished DARK monsters. • 3 or more: You can pay 500 Life Points to banish 1 DARK monster in your Graveyard. • 6 or more: Until the End Phase of this turn, this card inflicts Piercing Battle Damage. • 9 or more: You can discard 1 card to Special Summon 1 of your banished DARK monsters. • 12 or more: Destroy all cards on the field.|

Nice card, well balanced. Could see people making a DARK deck revolving around this.

 

Name: Haunted Ghost

 

Attribute: Dark

 

Type: Fiend

 

ATK/DEF: 0/0

 

Level: 1

 

Effect: You can banish this card in your Graveyard to select 1 monster on the field and destroy it. It is considered destroyed by battle. Each player can only use the effect of "Haunted Ghost" once per Duel.

 

Yay, Glow-Up Bulb! :D not really, lol. Still useful for DARK decks.

 

All cards are non-Fusion, non-Exceed, non-Ritual, non-Synchro Effect monsters.

 

I don't get all of the hate on "instant" Synchros that most cards can possibly make if the high majority of the synchros on LCCG are kind of horrible other than Rainbow Tail.

 

When i say "instant" synchroes, i mean being able to pull out a Synchro with a single card with no set-up. Mezzo Galen and Mezzo Rogue make an instant synchro, hence why 1 is limited.

 

And um... they aren't horrible... just not on the same level as the TCG. Relative to this game they are good.

 

Have we got an Overpowered card that when summoned is a walking OTK/FTK like Colicanth?

 

If not:

 

DARK Mech Beast

DARK/Level 8/Machine/Effect: When this card is summoned, Special Summon up to 4 DARK monster from your deck. They all have their effects negated. If their is 5 monsters on your side of the field, Double the ATK of all monsters on the field. You can tribute a DARK monster to inflict damage to your opponents Life Points equal to half the ATK of the tributed monster.

1500/1500

 

Oh, u funneh Psychic XP

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As for the last two effects, well firstly this card will be limited, so when its destroyed, it is destroyed

 

No. You do not make cards like this and think the justification for them is auto-limiting or auto-banning. That's not the point of making cards for the CCG from what I know. You evaluate cards until you can get them to not immensely overpower everyone elses with insane effects, but still be able to stand on their own grounds without being another Gate Guardian or Guardian of the Pharaoh. You only limit them later after testing, when they show a problem for the game even after evaluation.

 

If running a card at 3 risks completely dominating and distorting the metagame with no opportunity for losing, then you should fix it until it being run at 3 is perfectly fine.

 

For Archetypes they generally get less leeway in power effects since one person is in charge of what the effects are doing and the cards they make to work with said cards will define how powerful they are, as opposed to type-based monsters who can interact with other type monsters and possibly overpower the cards (since you wouldn't have taken into account somebody made a same-typed monster that worked stupidly well with your card without your awareness of it).

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Yo, these any good *Coughfishftkcough*:

 

|Hadmon|0|NWST|Fish/Effect|Water|1||500|1200|Whenever a WATER monster you control is sent to the Graveyard for a Synchro Summon, you can Special Summon this card from your Graveyard and increase its level by 1.|

|Samock|0|NWST|Fish/Effect|Water|1||200|100|If this card is used for a Synchro Summon with 2 or more other monsters, Special Summon 1 WATER monster from your deck.|

|Raining Beast|0|NWST|Fish/Effect|Water|6||1900|1200|If you Synchro Summon a Synchro monster using a Fish-type monster, you can Special Summon this card from your hand, and reduce its level to 1.|

|Aquas Odd Revenge|0|NWST|Spell Card|Spell||Continuous|||If a face-up WATER monster you control is sent to the Graveyard (Except by battle), inflict 200 points of damage to your opponent.|

|Great Whale|0|NWST|Fish/Synchro/Effect|Water|5||2000|2400|1 Tuner monster + 1 or more non-Tuner monsters

If this card is used for the Synchro Summon of a level 10 or higher monster, you can draw a card for every other card used to Synchro Summon that monster.|

|Dreaded Superancient King Beast Whale|0|NWST|Fish/Synchro/Effect|Water|12||4000|4000|1 Synchro-Tuner monster + 1 or more non-Tuner Synchro Monsters

This card cannot be Special Summoned except by Synchro Summon. Once per turn, negate the activation of a Spell or Trap Card and destroy it. If a monster effect would cause a chain, you can select that monster; banish it. Whenever a Fish-Type monster you control is sent to the Graveyard (Except by battle), you can add 1 Level 4 or lower WATER monster to your hand. When this card is destroyed, you can Special Summon the Tuner monster used to Synchro Summon it, and its effects are negated.|

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Submissionz:

 

|Divine Sacrifice|???|???|Trap Card|Trap||Continuous|||Your opponent can pay 1000 Life Points to to negate the activation of this card an destroy it. Once per turn, you can discard 1 card to activate 1 of these effects: • Destroy 1 monster on the field and inflict 500 damage to its owner. • Draw 1 card. • Return 1 of your banished monsters to your Graveyard.|

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Why should I modify a card so that three off them can be run when its designed to be limited and only be one off them in a deck?

 

Answer: There is no reason.

Yes there is.

 

It's a thing called...well, you know...competitive balance?

 

Because auto-limiting is a bad excuse to use to allow somebody to get away with running a clearly superior card anyway? Auto-limiting or requesting a limit is a weak and lazy cop-out used to allow people to run extremely strong cards without really trying to change the effects at all and allow the person to get away with keeping the strong effects. If you REALLY wanted it to be run like the way you said it did you can just put "There can only be one [card name] in your Deck" so that no matter what the list says you can only run one.

 

Even then you just need to change the effect so it's less powerful.

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Cards dedicated to candy (Archetype of 10 cards)

 

 

 

|Candy Scout|???|???|Spellcaster/Effect|Earth|1||0|0|This card cannot be Special Summoned or Set. If you control 2 or more "Candy" monsters, destroy this card. If this card is attacked, you can pay 300 Life Points and reveal 1 "Candy" card, except "Candy Scout" in your hand to negate the attack and place 1 Candy Counter on this card. You can Tribute this card to Special Summon 1 "Candy" monster from your Deck or hand with a Level equal or less than the number of Candy Counters on this card.|

 

|Candy Knight|???|???|Warrior/Effect|Earth|4||1600|1100|You can reveal 1 "Candy" card in your hand to have this card gain 400 ATK, until the End Phase. If this card destroys an opponent's monster by battle, select 1 "Candy" Equip Spell Card from your Deck and equip it to this card.|

 

|Candy Wizard|???|???|Spellcaster/Effect|Earth|4||1500|1000|Once per turn, you can return 1 "Candy" card from your hand to your Deck to destroy 1 Spell or Trap Card on the field. If you do, select 1 "Candy" Equip Spell Card from your Deck and equip it to this card.|

 

|Candy King|???|???|Warrior/Effect|Earth|6||2200|1800|If this card is Special Summoned by the effect of a "Candy" card, inflict 800 damage to your opponent. You can Tribute this card to add 1 "Candy" card, except "Candy Scout", from your Deck to your hand.|

 

|Candy Queen|???|???|Spellcaster/Effect|Earth|6||2100|1700|If this card is Special Summoned by the effect of a "Candy" card, draw 1 card. You can Tribute this card to add 1 "Candy" card, except "Candy Scout", from your Deck to your hand.|

 

|Candy Factory|???|???|Spell Card|Spell|||||Activate only if you control no monsters. Add 1 "Candy" card from your Deck to your hand.|

 

|Power of Candy|???|???|Trap Card|Trap|||||Activate only if you control a face-up "Candy" monster. Select 1 card on the field and send it to the Graveyard.|

 

|Candy Cane|???|???|Spell Card|Spell||Equip|||This card can only be equipped to a "Candy" monster. The equipped monster gains 500 ATK. If the equipped monster destroys an opponent's monster by battle, inflict 500 damage to your opponent.|

 

|Candy Reproduction|???|???|Spell Card|Spell||Equip|||This card can only be equipped to a "Candy" monster. If this face-up card is sent from the field to the Graveyard, Special Summon 1 "Candy" monster from your Graveyard, ignoring the Summoning conditions.|

 

|Candy Shield|???|???|Spell Card|Spell||Equip|||This card can only be equipped to a "Candy" monster. Once per turn, the equipped monster cannot be destroyed by battle. If the equipped monster would be destroyed, you can destroy this card instead.|

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