VGVentus Posted January 29, 2011 Report Share Posted January 29, 2011 That sounds good enough... Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 It's about the same, so no complaints. Although I would like to know how they will capture souls, will it be like The Seal of Orhichalcos or like a Shadow Game where as all you have to do is win? If you would like a card similar to The Seal of Orhichalcos I would be glad to make it. Link to comment Share on other sites More sharing options...
Hellequin Posted January 29, 2011 Author Report Share Posted January 29, 2011 I figured the souls being influenced by one of the seven sins thing would be a gradual thing rather than an instant thing decided by a duel, but that was what I assumed. I like your idea as well, so it really comes down to what others think. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 [quote name='Hellequin' timestamp='1296325366' post='4971552'] I figured the souls being influenced by one of the seven sins thing would be a gradual thing rather than an instant thing decided by a duel, but that was what I assumed. I like your idea as well, so it really comes down to what others think. [/quote] I was thinking it wasn't decided by a duel, they just had that sin inside of them(even if it took time) and by defeating them in a duel would capture their soul, making it usable for sacrifice. Link to comment Share on other sites More sharing options...
Hellequin Posted January 29, 2011 Author Report Share Posted January 29, 2011 So the main evil guy would be using this card? Either way you can make the card. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 Yes, the evil guy would. So would it work like The Seal of Orichalcos' effect to steal the sould because I have an idea of how it would work. I would like some effect sugestions though... Link to comment Share on other sites More sharing options...
Hellequin Posted January 29, 2011 Author Report Share Posted January 29, 2011 Don't worry much about it now considering the RP is just beginning and the evil dude won't be introduced until a bit later. We can discuss the card when the time when the evil dude appears comes. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 Indeed, though, I would like to introduce my idea here before we get that point. Just so when the antagonist is introduced, any changes should have already been made. Temple of the Hellish Deity Spell/Field Lore: This card cannot be destroyed or Removed from Play. The effect of this card cannot be negated. All monsters you control gain 500 ATK. When this card is activated, place 1 "Darkness counter" on it. Each time a monster is sent to the Graveyard, place 1 "Darkness Counter" on this card. The controller of this card can remove the aproprate amount of "Darkness counters" to activate the apropriate effect: 2-Negate the activation of a Spell, Trap, or monster effect. 4-Special Summon a level 6 or lower monster from your hand. 6-Destroy 1 card your opponent controls. 8-Return all cards on the field excluding this card to their owner's hands. 20-You win the duel. The loser of the duel forfiets their soul to the winner. What do you think? Link to comment Share on other sites More sharing options...
Hellequin Posted January 29, 2011 Author Report Share Posted January 29, 2011 It may be overpowered, but it is the main evil guy's card, so it will make the good guys the underdogs and thats fine. I'm good with it. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 That was what I was trying to do, also, I made an important edit to the lore. Link to comment Share on other sites More sharing options...
Hellequin Posted January 29, 2011 Author Report Share Posted January 29, 2011 Since it is a field spell, could someone besides the evil guy use its effect regarding the darkness counters? Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 Hmmm, well, I guess unless you want me to change that. Link to comment Share on other sites More sharing options...
Hellequin Posted January 29, 2011 Author Report Share Posted January 29, 2011 Just make it a so the main evil guy can use it. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 Done, now only the owner can use the effect. Link to comment Share on other sites More sharing options...
Hellequin Posted January 29, 2011 Author Report Share Posted January 29, 2011 I'm fine with it. It all depends on what other people think. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 I'll post again so people don't have to go back a page. Temple of the Hellish Deity Spell/Field Lore: This card cannot be destroyed or Removed from Play. The effect of this card cannot be negated. All monsters you control gain 500 ATK. When this card is activated, place 1 "Darkness counter" on it. Each time a monster is sent to the Graveyard, place 1 "Darkness Counter" on this card. The controller of this card can remove the aproprate amount of "Darkness counters" to activate the apropriate effect: 2-Special Summon a level 6 or lower monster from your hand. 4-Negate the activation of a Spell, Trap, or monster effect. 6-Destroy 1 card your opponent controls. 8-Return all cards on the field excluding this card to their owner's hands. 20-You win the duel. The loser of the duel forfiets their soul to the winner. So anyone have their own complaints, or changes they want made? Link to comment Share on other sites More sharing options...
CommanderVolt Posted January 29, 2011 Report Share Posted January 29, 2011 It's fine to me overall. Just keep in mind. 2- Cannot chain to Counter-Traps or unique cards such as Uria. Also i think the 2nd effect is quite powerful and should be switched with 4. Unless the evil-doer is using Blackwings or some other synchro-field spam deck, the special summon a 6 or lower isan't as threatening as a near-free negation. Espesically late-game when you'll have plenty of counters, throwing 2 away is hardly a problem. Link to comment Share on other sites More sharing options...
VGVentus Posted January 29, 2011 Report Share Posted January 29, 2011 I sort of like it, but personally, I don't like the name... Also, can you make the added effects more appropriate to each sin? (e.g. Greedy Soul = Once per turn, take 1000 LP from opponent and gain the same amount) Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 @Tuatha De Danann: Will do. I must admit I was being kinda stupid doing that. @Chibi Demon Kid: That's kinda a problem because sloth is gonna be difficult to put in there. Although I believe pride is winning the duel. Does anyone have any ideas for a name? EDIT:Sin effect ideas- 2-Special Summon 1 level 6 or lower monster from your hand.- Extravagance 4-Negate the activation of a Spell, Trap or monster effect.- Sloth 6-Destroy 1 card your opponent controls.- Wrath 8-Draw 3 cards from your deck. Your opponent sends 3 cards from their deck to the Graveyard.- Greed 10-Gain 1000 Life Points.- Gluttony 20-You win the duel.- Pride I can't think of one for lust.. any ideas? Link to comment Share on other sites More sharing options...
CommanderVolt Posted January 29, 2011 Report Share Posted January 29, 2011 I will think of something for a name. What are you going for? Your using Temple as the place/setting hold for the field spell then the following to make the card dark. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 I don't really care, just make sure it realates to a sacrifice. That's why I used a temple. Also, I added my sin effect ideas to my last post, check them out, please. Link to comment Share on other sites More sharing options...
CommanderVolt Posted January 29, 2011 Report Share Posted January 29, 2011 Well techincally a sacrafice could be made anywhere given the right rituals or ceremony were provided. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 Then think of a place considered holy ground and make it a place to bring forth a being called the darkness. Link to comment Share on other sites More sharing options...
CommanderVolt Posted January 29, 2011 Report Share Posted January 29, 2011 [quote name='Justice Master' timestamp='1296337910' post='4972086'] Then think of a place considered holy ground and make it a place to bring forth a being called the darkness. [/quote] So far i've come up with Cathedral of Purgatory Field Spell Card Lore: The activation and effect of this card cannot be negated. This card cannot be removed from the field. Each time a monster is sent to the graveyard, place 1 "Darkness Counter" on this card. The controller of this card may remove a number of "Darkness Counters" from this card to activate one of the following effects. [list] [*]2 - Special Summon 1 Level 6 or lower monster from your hand. This effect can be activated during either player's turn. [*]4- You can negate the activation and effect of a Spell, Trap or Monster Card and send that card to the gravyard. [*]6- Select 1 card your opponent controls and send it to the graveyard [*]8- Return all other cards on the field to their owners hand [*]20- You win the duel [/list] I missed the 10 Gain 1000 Lifepoints in there, however, 10 Counters for a measly 1000 Lifepoints is incredilbly ridiculous. that should be re-balanced. Also notice i changed "destroy 1 card your opponent controls" to "send 1 card your opponent controls to the graveyard" this helps get around some card effects and some card protection. just my thoughts thus far. Link to comment Share on other sites More sharing options...
Justice Master Posted January 29, 2011 Report Share Posted January 29, 2011 I like it. Hmmm 2000 Life Points then? Also the lust effect idea: 3-Add 1 level 4 or lower monster from your Graveyard to your hand. Is that an okay lust effect? Link to comment Share on other sites More sharing options...
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