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


.Leo

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Competitive balance? What the hell is that?

 

An here, auto-limiting is not being used as an excuse to allow somebody to get away with running a clearly superior card because quite frankly it isn't superior. Yes it is powerful, but its most powerful effect is costly and restrictive (especially when I limit it to only being able to tribute a monsters off the same attributes as those used to summon it.)

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Can anyone who has time have a look at these? It's every card I've made for the archetype. I've made any changes that were said and some of my own. I also need advice on how to maybe link them better... or if I should leave it as it is.

 

[spoiler=Darkiea the Dragoness cards]Darkiea the Dragoness

DARK

Level 4

Dragon

Normal

This young dragoness strives to master her great power, Only through years of training can she finally realise her true potential.

1500/1500

 

Darkiea the Dragoness of Darkness

DARK

Level 8

Dragon

Effect

This card cannot be normal summoned or set. This card cannot be special summoned except by tributing one "Darkiea the Dragoness" that has been on the field for 3 or more of your turns. When this card attacks, any non DARK monsters on the field lose attack equal to their level x100 until the end phase.

2500/2300

 

Darkiea the Dragoness- Mistress of the Night

DARK

Level 12

Dragon

Effect

This card cannot be normal summoned or set. This card cannot be special summoned except 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.

3500/3100

 

Darkiea the Dragoness of the Night

DARK

Level 8

Dragon

Synchro

Effect

1 DARK Dragon-Type Tuner + Darkiea the Dragoness

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:

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.

3000/1800

 

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. Once per turn, you can negate the activation of your opponent's spell, trap or monster effect which would target this card.When this card is destroyed and sent to the graveyard, special summon 1 "Darkiea the Dragoness" monster from your deck(ignoring the summoning conditions).

4000/4000

 

Dark Shadow Lizard

DARK

Level 6

Dragon

Normal

A creature summoned from the darkness by Darkiea the Dragoness. This monster obeys his master without question and is always at her side.

2500/1400

 

Baby Darkiea

DARK

Level 2

Dragon

Effect

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

750/750

 

Caliga- 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.

ATK- 1300 DEF- 1000

 

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.

1750/1000

 

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.

2750/2050

 

Darktail Scout Dragon

DARK

Level 3

Dragon

Effect

When this card is normal summoned, you can activate 1 of the following effects.

-Special summon 1 "Darkiea the Dragoness" normal monster from your hand or deck.

-Add one "Darkiea the Dragoness" effect monster from your deck to your hand.

1000/1200

 

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).

1800/2000

 

Dark Temple

Spell

Field

Increase the ATK and DEF of all DARK Dragon monsters on the field by 300 points. The number of turns stated on any "Darkiea the Dragoness" monster in your hand is reduced by 1. If "Darkiea the Dragoness- Mistress of the Night" is summoned, destroy this card.

 

Darkness Shift

Spell

Normal

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

OR

Darkness Shift

Spell

Normal

Add 1 Level 4 or lower DARK Dragon-Type monster from your deck to your hand.

 

Darkness Slash

Spell

Equip

Equip only to a DARK monster. It gains 300 ATK. When the equipped monster attacks a Defense Position monster whose DEF is lower than the equipped monster's ATK, inflict the difference as Battle Damage to your opponent.

 

Passage of Time

Spell

Normal

After you activate this card, you can advance the number of your turns in a duel(max 5) by paying 200 Life Points equal to the number of turns passed. After this card is activated, you cannot normal or special summon monsters until the end of your opponent's next turn.

 

Scroll of Darkness

Spell

Equip

You can only equip this card to "Darkiea the Dragoness" or "Darkiea the Dragoness of Darkness". The equipped monster cannot be destroyed by battle. If the equipped monster would be destroyed by a card effect, this card is destroyed instead.

 

 

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 attack. By decreasing the attack of that monster by 500 you can negate 1 attack targeted at a DARK Dragon monster you control except a "Darkiea the Dragoness" monster.

 

Darkfire

Spell

Continuous

Whenever a DARK Dragon-Type monster is summoned, it 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.

 

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.

 

(I have no idea what to do with this one)

 

Fury of the Night Mistress

Spell

Quickplay

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

 

Battle Training

Trap

Normal

Activate only if 1 "Darkiea the Dragoness" normal monster you control is attacked by an opponents monster. Negate that attack and end the battle phase. If the "Darkiea the Dragoness" normal monster has been on the field for three or more turns, then you can send it to the graveyard to special summon "Darkiea the Dragoness of Darkness from your deck (ignoring the summoning conditions).

 

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.

 

Hidden Surprise

Trap

Counter

Activate only if your opponent activates a spell or trap card while you control 2 or more 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.

 

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. If this card is removed from the field, that monster is also destroyed, if that monster is destroyed, destroy this card.

 

Power Fluctuation

Trap

Normal

Activate only when a "Darkiea the Dragoness" monster you control is destroyed. Special summon 1 "Darkiea the Dragoness" normal monster from your hand, deck or graveyard.

 

Call of the Dragoness

Trap

Normal

Activate only if 1 "Darkiea the Dragoness" monster you control is selected as an attack target. Special summon 1 "Dark Shadow Lizard" from your hand deck or graveyard, and switch the attack to that monster.

 

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Competitive balance? What the hell is that?

...Wow. Really?

 

Competitive Balance is recognizing how strong your card is compared to the rest of the cards you will be playing against and other examples to define how much control your card will generate you over the game, whether it be card advantage or field/game advantage, then adjusting it so it can fit the part. Judging from it's effect, you said ONE of the possible solutions is having it be unable to attack or have it's effects negated for a certain amount of turns? Did you know most cards don't care about the card being able to attack, and think about the fact that it's a Level 8 monster with decent attack that can be used as a synchro material monster, a Level Star burner fodder or an ATK/DEF wall/beatstick? Unless you are summoning Level 8 monsters with 2000 or less ATK and DEF I say that effect is meaty enough to win games even if their effects are negated and you can't attack with them.

 

There are also very obvious tribute enabling cards that allow you to get smaller monsters out easier in this game, so it's not very hard to fill the field with your storm monsters and then Tribute them with this, gaining a giant amount of effects that generate tons of different avenues of advantage for you. Hell, by the time you get past it's hellish stats and it's destruction negating effects, it refills the field with fresh new storm monsters to be tributed off for this card which can be easily retreated and summoned AGAIN. It barely has any summoning restriction in the possible deck you have, and all it takes is just ONE to get all of this stupidly insane advantage.

 

Yes, this is a very good card. Too good. It's superior as you can say because I haven't seen anything in the format I am playing in the LCCG that can set off the amount of effects this card ever could. It can do up to 3 different things a turn and still hit for 2500+ damage. And you were suggesting keeping it at 1 because you only want 1 of them in a deck? This game isn't devoted to allowing Mary Sue Boss Monsters roaming free with stupidly awesome effects with weak justifications. The Attribute effects are fine enough. The summoning condition for your bigger monster is enough. The other effects (field refilling and Level 8 summoning) are just way too much. WAAAAY too much.

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Yo, these any good *Coughfishftkcough*: D:

 

|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.|

Seems fine 'n stuff.

|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.|

Also fine... seeing the chain synchro strategy.

|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.|

mm, alright.

|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.|

Not much burn, even if you included battle... I hope there is some strategy behind this

|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.|

No Synchro tuner is provided in your set, so you might want to provide one... this card is fine.

|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.|

The cost of getting it out is hefty, but I can't tell how easy your cards would make this. It's effect is godly, so if released i'd have to keep a close eye on it. The "add 1 level 4 or lower" portion is bound to cause problems, since it makes all discards free, if we had some sort of snipe-hunter-ish card could be disastrous. Put like an "Up to twice per turn" still making it powerful but avoiding lulzy infinite combos.

 

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 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.|

Meh, I understand this is important to your archetype, but outside of it it can make some powerful stall. By that I only think it's OP'd outside the Candy Archetype. You could add something like "If this card is attacked and there is 1 or more "Candy" monsters in your Graveyard, except "Candy Scout" or maybe something like "If this card is attacked, reveal 1 "Candy" monster in your hand and pay 300 life points.." You know, just something small enough to not nerf it but make sure it's only useful in your archetype.

 

|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.|

iiiiiiiiinteresting.

 

|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.|

Nice addition. S/T destruction without really losing advantage. Very creative :D

 

|Candy King|???|???|Warrior/Effect|Earth|6||2200|1800|If this card is Special Summoned by the effect of a "Candy" card, inflict 700 damage to your opponent. You can Tribute this card to add 1 "Candy" card, except "Candy Scout", from your Deck to your hand.|

Nice. Burn effect seems appropriate for Candy Scout, but you could maybe bump it up to 800-1000.

 

|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.|

Good alternative to Candy King, but unfortunately it wouldn't work well to run 3 of both in your deck.

 

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

Sensible searcher. Good.

 

|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.|

Fine for your archetype.

 

|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.|

Have I said i love the Equip Spell engine in here? =D

 

|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.|

Nice card. Control-like effect with King.

 

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

I think you meant for the first "if" to be excluded. Anyways, good enough.

 

 

Competitive balance? What the hell is that?

 

An here, auto-limiting is not being used as an excuse to allow somebody to get away with running a clearly superior card because quite frankly it isn't superior. Yes it is powerful, but its most powerful effect is costly and restrictive (especially when I limit it to only being able to tribute a monsters off the same attributes as those used to summon it.)

 

That has to be a rare circumstance to work here, if we let everyone submit very powerful cards limited from the start, that would pretty much destroy the purpose, since limited cards take up so much of your deckspace it doesn't matter.

 

Plus the card is so powerful people will find a way to Recycle/Search/Re-use it. So can we please try to fix it now?

 

I would also change this too:

 

"Plus all off my Storm monsters summon other Storm monsters when destroyed."

 

That will cause problems...

 

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Adjustments added: King now burns for 800, Scout also has to reveal a "Candy" card (except "Candy Scout"), and the bad "if" from "Candy Shield" is removed.

 

 

 

|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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Made two random cards.

 

Gigacharcarex

EARTH

Level 10

Dinosaur

Effect

This card cannot be special summoned. For the tribute summon of this card you must tribute 3 Dinosaur-Type monsters you control. Once per turn, you can tribute 1 level 6 or higher Dinosaur Type monster you control to destroy all face-up monsters on the field except this card. The turn you activate this effect, this card cannot attack

3400/2400

 

Warphole Dracorian

LIGHT

Level 8

Dragon

Effect

This card cannot be normal summoned or set. This card can only be special summoned by removing from play all Dragon-Type monsters in your graveyard. The original ATK and DEF of this card becomes the number of your Dragon-Type monsters that are removed from play x 500. Once per turn, you can add 2 of your removed from play Dragon Type monsters back to your deck in order to destroy one card on the field.

?/?

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This Sets Envoy of the End(will change to YVD format later):

 

Dreaded Ancient Dragon of Dark Destruction - Envoy of Twilight

DARK/Level 12/Dragon/Effect: This card cannot be normal summoned or set. This card can only be Special Summoned by removing from play 1 DARK monster and 1 LIGHT monster from your Graveyard. Whenever this card attacks, destroy every other card on the field. This card is not effected by the effect of Traps. If this card destroys a monster by battle, it can attack again. When this card is destroyed, inflict 4000 points of damage to your opponents Life Points.

4000/4000

 

 

Trolololololololololololol

 

Insta-banned.

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Can everyone stop ignoring Slasher please?

 

Oh and when I said 'Plus all off my Storm monsters summon other Storm monsters when destroyed' its already been taken care off. It only summons monsters from the graveyard and when it uses its effect, it is returned to the deck.

 

The summon effect isn't that bad, since most of his storm monsters don't hit the grave anyways. As long as there's no dumping engine I don't see what's wrong with it. But the high level special summonings and whatnot are still too nasty Tempest. And Master of Storms effect to summon it's tributes is too much.

 

Again, ignore me if I'm talking dragon dung.

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Made two random cards.

 

Gigacharcarex

EARTH

Level 10

Dinosaur

Effect

This card cannot be special summoned. For the tribute summon of this card you must tribute 3 Dinosaur-Type monsters you control. Once per turn, you can tribute 1 level 6 or higher Dinosaur Type monster you control to destroy all face-up monsters on the field except this card. The turn you activate this effect, this card cannot attack

3400/2400

Hmm, alright, but really hard to use because 3 tributes + 1 Level 6 or higher Dinosaur would be slow to get out. Maybe make it 2 Tributes, and destroy All Monsters on the field (except this card)?

 

Warphole Dracorian

LIGHT

Level 8

Dragon

Effect

This card cannot be normal summoned or set. This card can only be special summoned by removing from play all Dragon-Type monsters in your graveyard. The original ATK and DEF of this card becomes the number of your Dragon-Type monsters that are removed from play x 500. Once per turn, you can add 2 of your removed from play Dragon Type monsters back to your deck in order to destroy one card on the field.

?/?

Cool little potential boss monster. Cut down on ATK by 1000 for a card destroyed is good.

 

This Sets Envoy of the End(will change to YVD format later):

 

Dreaded Ancient Dragon of Dark Destruction - Envoy of Twilight

DARK/Level 12/Dragon/Effect: This card cannot be normal summoned or set. This card can only be Special Summoned by removing from play 1 DARK monster and 1 LIGHT monster from your Graveyard. Whenever this card attacks, destroy every other card on the field. This card is not effected by the effect of Traps. If this card destroys a monster by battle, it can attack again. When this card is destroyed, inflict 8000 points of damage to your opponents Life Points.

4000/4000

 

Fixed :D

 

 

I'm really sorry I have been unable to post and contribute for the past few weeks, I have exams next week and I have been studying a lot.

 

Ah, I see. Thanks for letting us know.

 

Unfortunately my exam times aren't here yet, so while you guys are done and active i'll be inactive =(

 

 

The summon effect isn't that bad, since most of his storm monsters don't hit the grave anyways. As long as there's no dumping engine I don't see what's wrong with it. But the high level special summonings and whatnot are still too nasty Tempest. And Master of Storms effect to summon it's tributes is too much.

 

Again, ignore me if I'm talking dragon dung.

 

Alright, I got it. I was thinking of his cards before the fix.

 

@ Tempest and Slasher - You might see some more action and/or posting happening at our forum, if you want to check it out.

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So, with Seattleite and I deciding that in the next week or two we might need to appoint a new co-leader. We have an idea on who we might appoint, but if you have any ideas on who you think should be appointed, you can do so.

 

Btw, the tourny will be starting soon once the cards are all fixed if need be.

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Btw, the tourny will be starting soon once the cards are all fixed if need be.

 

All is fixed, enacting changes and finalizing set.

 

 

EDIT: Done! Changes can be found in the All Sets page.

 

Dark Necromancer (ANV1)'s name was changed to "Dreadcaster" due to name conflicts with Dark Necromancer (ENIL). If you have it in your deck you'll need to take it out, and then re-add the newly named "Dreadcaster" or else it shows up as a bad card.

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