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Life Gain (Edited 12/18)


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I decided to make some cards that increase your Life Points, since there's a major lack in that department.

[spoiler="Healing Monsters"]Nutrient X
Water/Fiend/1/0/800
When this card is Summoned, gain 1000 Life Points. Then, if your Life Points are higher than your opponent’s you may add up to 2 “Nutrient X”s from your Deck to your hand. You do not take damage from a battle involving this card.

Molten Ladybug
Fire/Insect/2/500/1500
When this card is destroyed by a card (either by battle or by an effect), gain 800 Life Points. While your Life Points are 8000 or higher, you may remove from play this card in your Graveyard along with up to 2 other "Molten Ladybug"s in your Graveyard to inflict damage to your opponent equal to the number of cards removed this way x800.

Sky Knight - Raphe
Light/Fairy/6/2400/1000
When this card is Tribute Summoned successfully, gain 1500 Life Points. You may then destroy 1 monster on the field with an ATK equal to or lower than the difference between you and your opponent's Life Points.

Sky Knight - Meda
Light/Fairy/4/1600/1200
You can Special Summon this card from your hand if your Life Points are higher than your opponent’s by 2000 or more. While your Life Points are 8000 or higher, this card is unaffected by your opponent's Spell Cards.

Sky Knight - Uri
Light/Fairy/1/300/?
This card’s DEF is equal to the difference between you and your opponent’s Life Points. If your opponent’s Life Points are higher than your own, battle damage this card inflicts is halved. During each of your End Phases, gain 500 Life Points.

Sky Knight - Micha
Light/Fairy/3/1300/1500
When this card is Summoned, gain 500 Life Points. Then, if this card was Normal Summoned and your Life Points are 8000 or higher, you may draw 1 card from your Deck.

Sky Knight - Sata
Fire/Fairy/4/1700/0
Once per turn, when your Life Points are increased, draw 1 card from your Deck. You can remove from play this face-up card to inflict damage to your opponent's Life Points for each increment of 1000 higher your Life Points are x300.
[/spoiler]
[spoiler="Healing Spells and Traps"]
Nutrient Y
Normal Spell Card
Gain 500 Life Points. When 2000 or more damage would be inflicted to your Life Points (either by battle or by card effect), you may remove from play this card in your Graveyard to first increase your Life Points by 1500.

Point Insurance
Normal Spell Card
This card can only be activated if the difference between you and your opponent’s Life Points is 2000 or more. Increase your Life Points by 4000. Decrease your Life Points by 1000 during each of your End Phases.

Greater Sacrifice
Quick-Play Spell Card
Tribute a number of monsters on your side of the field. Increase your Life Points by the number Tributed x1000. Then, if your Life Points are higher than 8000, draw 1 card.

Shu Keto the Blessing Master
Quick-Play Spell Card
Gain 800 Life Points. If your Life Points are higher than your opponent’s, for every increment of 1000 higher, gain an additional 400 Life Points.

Protection Spell
Continuous Spell Card
When you would take damage to your Life Points, you may discard a number of cards in your hand to first increase your Life Points by 1200 for each card discarded. When this face-up card is destroyed by card effect, draw 1 card.

Eternal Blessings
Normal Trap Card
Increase your Life Points by 1000. If your Life Points are higher than your opponent's, you may then return this card to the top of your Deck OR draw 1 card.

Sky Guard
Counter Trap Card
Activate only when you would take 2000 or more Battle Damage from an attack. First gain 1000 Life Points, then draw 1 card.

Blessed Revival
Normal Spell Card
If your Life Points are not 2000 or more higher than your opponent's, you must pay 2000 Life Points to activate this card. Special Summon 1 of your monsters in your Graveyard or removed from play. You cannot activate any other Spell Cards this turn.

Blessed Revenge
Quick-Play Spell Card
Send 1 monster on both player's fields to the Graveyard and gain Life Points equal to their combined Levels x100. If your Life Points are 9000 or more, send only a monster on your opponent's field to the Graveyard.

Lance of the High Order
Equip Spell Card
The equipped monster inflicts piercing damage. In addition, this card gains the following effects depending on your Life Points: * 8000+: Increase the ATK of the equipped monster by 1000. * 2000 or more higher than your opponent’s: When the equipped monster battles with an opponent's monster, gain Life Points equal to the Level of that monster x200 during Battle Damage.

Shield of the High Order
Equip Spell Card
If the equipped monster would be destroyed by a Spell or Trap Card effect controlled by your opponent, destroy this card instead. During each of your End Phases, gain 500 Life Points. In addition, while your Life Points are 8000 or higher, this card gains the following effect: Once per turn, when Battle Damage is inflicted to your opponent, draw 1 card.[/spoiler]
[spoiler="New Cards"]
Shining Avenger
Earth/Fairy/4/1500/1500
When this card is Normal Summoned, if your Life Points are higher than your opponent's by 2000 or more, destroy 1 card on the field. If this card is sent to the Graveyard as a result of battle, gain 500 Life Points.

Armored Richter
Earth/Fairy/3/1400/1000
Each time your Life Points are increased, destroy 1 card on the field. During your Standby Phase while your Life Points are 9000 or more, you may Special Summon this card from your Graveyard in face-up Attack Position.

Holy Beast
Light/Beast-Warrior/4/1000/500
This card gains 200 ATK for each 1000 Life Points you have. When this card would be destroyed, you may instead remove from play 2 cards in your Graveyard which include in their effects increasing your Life Points.

Divine Retribution
Continuous Spell Card
During each of your End Phases while your Life Points are 8000 or more, select and activate 1 of the following effects: *Destroy 1 face-up monster on the field. * Draw 1 card. * Increase your Life Points by 1000 and inflict 600 damage to your opponent's Life Points. * Inflict 1200 damage to your opponent's Life Points.

Blessings From the Sky
Normal Spell Card
Gain 2000 Life Points. You may discard 2 cards from your hand to add this card from your Graveyard to your hand.

Virus Fairy Lily
Earth/Fairy/5/1800/1200
You can pay 2000 Life Points to Special Summon this card from your hand. Once per turn, you may pay an amount of Life Points to inflict half as much damage to your opponent. This effect can only be activated if your Life Points were 10000 or more during the duel.[/spoiler]
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[quote]It's a viable deck type in MTG, why not YGO?[/quote]

That's because having Life Points offers no "win condition" in YGO. Even if you have a few monsters that support the theme there aren't any cards that can use having a lot of Life Points to win the game, and therefore there's no point in increasing them, just keeping them above 0 is enough. That's why you need something like:

<insert card name>
<insert card type>
When your Life Points are 40000 or more, you win the duel.

Of course it would be bad if it was like that, what I mean is you need cards that benefit more from having a lot of LP and are actually using them towards achieving a victory, what you have is a few flavor cards that work with it, but they aren't enough to make it worth considering. And your support shouldn't be entirely geared towards LP advantage, otherwise you'll soon run out of cards in your hand to use and then no matter how many LP you have, it'll be over soon.
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There are cards like that in YGO. Mars and one of the Parshaths gains ATK equal to the difference between Life Points, and I believe Saturn is the one that inflicts the difference as damage to your opponent. It's just that there aren't really any good ways of increasing your LPs.

EDIT: I was going to make a "boss" card that pretty much did what you said, but I figured since the mentioned cards already exist, there's not too much of a point.
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[quote name='slayer_supreme' timestamp='1292374791' post='4853248']
There are cards like that in YGO. Mars and one of the Parshaths gains ATK equal to the difference between Life Points, and I believe Saturn is the one that inflicts the difference as damage to your opponent. It's just that there aren't really any good ways of increasing your LPs.[/quote]

I know, but none of them can really win a game even if you stack your deck with LP-increasing cards. Why? Because then you wouldn't have enough room left to consistently bring them out and use them effectively. Generally you can't just keep -1ing yourself to increase your LP and then summon Ancient Sacred Wyvern and expect to win, because by then the opponent will have built good field and hand presence to easily overcome a single boss monster.

[quote name='slayer_supreme' timestamp='1292374791' post='4853248']
EDIT: I was going to make a "boss" card that pretty much did what you said, but I figured since the mentioned cards already exist, there's not too much of a point.[/quote]

There is a point. The point of actually being able to win with those cards.

tl;dr: make more support that helps you generate <hand, field, other> advantage while building up your LP.
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Why not a card that if another card that halves your Life Points (such as Solemn Judgment) you can make it so it only takes 5000 life points instead D: if you've over a certain amount of Life Points that is

Also your monsters seem to be very defensive, like all other gain cards. Make some cards that destroy other cards
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At first, cards that destroys other cards isn't a must in a Theme, make just cards you like. Neo-Parshath and Mars are to weak, because of they need a field spell to get their effects,
While "The Sanctuary in the Sky" is on the field and your Life Points are higher than your opponent's, this card gains ATK and DEF equal to the difference in Life Points.
In addition you have to run Val Halla in your deck, because of Neo-Parshath is a lvl 5 monster. Furthermore, the halve of your Deck would composed of these cards 3* Neo 3* Mars 3* Val Halla 3* Terraforming 3* The Sanc "15".

To create a good life gain theme is really difficult, because of you need a reasonable mechanic that works although you get damage by your opponent. Cards that can use their effects by gaining life points like "Sky Knight - Sata" is a good idea, as long as its not to easy/difficult for you to gain life points.

I think you should change the conditions of the most of your cards. Your card effects (or your better card effects) should work if your life points are lower than your opponent's. In this case you also need ways to increase your opponents life points to use your own effects (maybe each of your gain life cards should have a obtional effect to increase your or your opponents life points). "Point Insurance" would be really nice for this tactic if it could also increase your opponent's Life Points. At first, you could increase your opponent's LP to use your effects and later your opponent will also lose the gained life points.

Sry, if my english sux a bit.
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  • 3 weeks later...
  • 2 weeks later...
I don't have anything resembling a suggestion for the cards that you have already written. They actually look really good. I know how you play the game and I know that this type of strategy would work for you, so I have to say that you definitely wrote these cards to what you know. Now, that having been said about what you have, let me say something about what you could use. We both know eachother's play styles very well, so I think you'll understand what I am getting at here.

It feels to me like this set is missing something along the lines of stall or removal and offense is a little lacking. I would actually suggest a card that is similar to wall of revealing light here. Maybe an effect that allows you to dish out a certain number of lp to decrease the atk and defense of your opponents monsters so that you can gain a bit of an offensive advantage. For example:

Field Spell- Pay life points in multiples of 100 (maximum of 700) to decrease the atk or def of a monster your opponent controls by that ammount.

This would allow some of your attackers to get the opponent's field open so you can actually deal damage directly. This would also balance out some of the outrageous lp gain in the deck, so that it wouldn't be quite so advantageous.


As for removal, I would suggest something along the lines of a card that allows you to... oh..., just for example, discard a card from your hand to destroy one f/d s/t card on the field. While you have over (x) amount of lp guess whether it is a s or t and gain (x) amount of lp if you guess correctly.

Stall, though, would seem to me a very crucial element to this deck. My suggestion would be something that has a progressive effect based on your lp. Like this: When you have (x) amount of lp choose one of the following effects to activate. When you have (x) (, x being higher this time of course,) amount of lp choose two of the following effects to activate. (and so on) With the effects being something like this:
-Your opponent can only activate 1 s/t per turn. - Your opponent can only atk with mon per turn, and so on. Anywho, I think you get my point.
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