Jump to content

Yu-Gi-Oh! Spirit Boarding School [OOC/Accepting/Started]


Hellequin

Recommended Posts

  • Replies 131
  • Created
  • Last Reply
[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

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

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

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

@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

[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

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...