rangabrocky Posted January 26, 2011 Report Share Posted January 26, 2011 please rate this deck and tell me what needs to be done thanks Devil’s insignia Spell/equip When this card is equipped to a monster with “Demonic” in its name, increase the monsters attack and defence by 1000. The monster equipped with this card is unaffected by spells and traps. Only one devil’s insignia can be in play at once. You have to pay 500 life points during each of your standby phases this is not optional. Demonic joker Fiend/effect Dark Level 3 Attack 1200 Defence 1500 When this card is sent to the graveyard you gain 1000 life points, also if you can special summon 1 demonic jokers from your deck Demonic dog Fiend dark level 4 Attack 1900 Defence 0 Demonic werewolf Fiend/effect dark level 7 Attack 2650 Defence 2300 This card can be special summoned by tributing 1 Demonic dog on the field . The call from hell Spell Special summon 1 level 4 or lower, Demonic monster from your hand and pay 200 life points for each star. At the end of your 3rd turn after this card is played destroy those monsters, if they are still on the field. Gate way to hell Spell field This card cannot be negated or destroyed. For each Demonic monster on the field you gain 500 life points in each of your standby phases also you can pay 500 life points so all your spells and traps are unaffected by your opponents spells, traps and monster effects. Lucifer, the Demonic lord Fiend/effect dark level 12 Attack 4500 Defence 4000 This card cannot be Normal Summoned or Set. This card can only be summoned by the effect of "Devil's Call", Tributing 3 "Demonic" monsters you control, (1 of which is equipped with "Devil's Insignia") and while "Gateway To Hell" is on the field. The summoning of this card cannot be negated. This card is unaffected by spells, traps and monster effects. The devils call Spell This card allows the summoning of Lucifer, the Demonic lord by discarding 3 cards from the top of your deck. Demonic soldier Fiend/effect dark level 2 Attack 700 Defence 500 When this card destroys a monster, select 1 spell or trap on the field and destroy it. The colt Spell equip This card can only be equipped to a level 4 or lower. The monster equip with this card gains 100 attack and defence for each star they have. Each time the monster equipped with this card destroys a monster by battle you gain half of its attack points to your life points. Invaders must die! Trap This card can only be activated when your opponent declares an attack that would damage your life points, instead summon 2 tokens (Demonic token/level 4/fiend/dark/? /?) with the damage that you were suppose to take is the attack and defence points of the tokens and the damage is then negated. Demonic armour Spell equip The monster equipped with this card can be the only monster that your opponent(s) select as an attack target no matter what, also this monster gains 1000 attack points. Demonic samurai Fiend/effect level 4 Attack 1500 Defence 1600 When this card battles with a warrior that card is destroy at the end of the damage step, also they’re effects are negated. Demonic sword Spell equip This card can only be equipped to a Demonic monster, the monster gains 1000 attack, also each time the monster equipped with this card destroys a monster you gain 500 life points Demonic knife Trap Choose one or both effects: • Switch a monster on the field to defence mode • Equip this card to a Demonic monster and it gains 300 attack for each star it has. Demonic omen Spell Pay 1500 life points to select either “Gate way to hell”, “devils insignia”, or “Lucifer, the demonic lord” from the deck or graveyard to your hand or pay 1000 life points to put them from the graveyard into your deck. Demonic shinigami Fiend/effect dark level 4 Attack 500 Defence 1200 FLIP: choose one or pay 200 life points and choose both: • Select one card on the field and return to the owners hand • Select one spell or trap on the field and destroy it. Demonic reaper Fiend/effect dark level 4 Attack 1700 Defence 1200 When this monster destroys another monster in battle instead of your opponent taking battle damage you can put a spell or trap card from your graveyard into your deck then shuffle it. Demonic prodigy Spell quick play Select one Demonic monster and its attack is doubled until the end of the turn, also that monster is destroyed or you can discard 1 card from your hand only if you have 4 or more cards in your hand. Demonic horsemen WAR Fiend/effect dark level 8 Attack 2600 Defence 2400 This card is unaffected by your opponent(s) monster effects. When this card destroys another in battle this card gains 300 attack points. Demonic horsemen DEATH Fiend/effect dark level 10 Attack 3000 Defence 2800 This card cannot be destroyed by battle. Whenever this card battles when a lower level monster that monster is destroyed and the end of the battle phase. Demonic horsemen PESTILENCE Fiend/effect dark level 8 Attack 2300 Defence 2100 This card is unaffected by your opponent(s) trap cards. If there is another monster on your side of the field this card cannot be targeted by monster effects. Demonic horsemen FAMINE Fiend/effect dark level 9 Attack 2400 Defence 2500 This card is unaffected by your opponent(s) spell cards. Whenever a monster declares an attack you get to choose the attack target while this card is on the field. The summoning of the apocalyptic horseman Spell This card allows you to special summon one of the demonic horsemen by only discarding one card, also the summoned monster cannot attack the turn it is summoned. Demonic hell raiser Fiend/effect dark level 3 Attack 1500 Defence 1000 When this card is discarded from your hand by an effect special summon it to the field, if this card is summon by its effect select one spell or trap on the field and destroy it. Demonic 6 foot teddy bear Fiend/effect dark level 4 Attack 1700 Defence 1400 When this card is discarded from your hand by an effect special summon it to the field, if this card is summon by its effect select one card in your opponent hand and discard it. Demonic haze Spell equip A demonic monster equipped with this card cannot be destroyed by battle, except Lucifer, the Demonic lord, gains 1000 attack instead Demonic defence Trap When your opponent declares an attack negated the attack and end they’re battle phase Demonic guard Trap Discard one card from your hand and any damage suppose to be dealt this turn you gain life points for it instead. Demonic command Trap When your opponent declares an attack on a demonic monster the damage becomes 0 and the monster is not destroyed. Demonic suicidal teddy bear Fiend/effect dark level 4 Attack 1500 Defence 1200 Any damage that includes a demonic monster in battle can became 0 by tributing this card from your hand. Link to comment
GaeBulg Posted January 26, 2011 Report Share Posted January 26, 2011 Is this for legit play? edit: - Demonic joker is like a Mystic Tomato.. Get rid of the 1000 to lifepoint thing and have 1 monster with "Demonic" in its name in ATK position. - Demonic Werewolf is kind of overpowered. Make it atleast level 5 or 6, with 2000-2400 ATK. Also get rid of the 'upgrade' it gives to the other cards. - Make "the call from hell" a normal spell card or make it so you can only special summon one demonic. - For Gateway to Hell, take out the negate&destroy part and make it so its 200 LP for each Standby Phase for every Demonic monster. - Lucifer's thingy, take away the summon negating and that it is not affected by spells. - For 'the colt' just have it so it gains 500 ATK & DEF only equippable to Demonics though - Invaders must die, ATK 0 / DEF 1000, don't negate the attack and take away the leech effect. - Demonic Armour, have ONLY increased defence of 700 points and the only monster targetable thats a Demonic monster. - Demonic Samurai, take out the effect negation. - Demonic Sword, 500 ATK increase and 200 LP per monster destroyed - Demonic Knife, just leave it as 300 ATK (not for each stars, just 300 flat) - Demonic Omen, I say 1500 LP for the first effect, and 1000 for the second effect - Shinigami, make it so you can only choose 1 choice. And destroy not 1 any card on the field but ONLY 1 spell/trap. - Demonic Horse Pestilence, make that its a Demonic monster so his effect works.\ - Decrease Famines attack to atleast 2400. - Summong of the horseman, Discard 1 card from hand & top of deck. Special Summon Horseman from the hand, horseman cant attack during the special summon - Suicidal Teddy Bear, make it so its from the hand only. - Demonic Haze, make it so its equipped to a demonic monster only, and it cannot be destroyed by batttle. overall: 5/10 Lots of OP'd cards. Link to comment
rangabrocky Posted January 26, 2011 Author Report Share Posted January 26, 2011 [quote name='GaeBulg' timestamp='1296006898' post='4961142'] Is this for legit play? edit: - Demonic joker is like a Mystic Tomato.. Get rid of the 1000 to lifepoint thing and have 1 monster with "Demonic" in its name in ATK position. - Demonic Werewolf is kind of overpowered. Make it atleast level 5 or 6, with 2000-2400 ATK. Also get rid of the 'upgrade' it gives to the other cards. - Make "the call from hell" a normal spell card or make it so you can only special summon one demonic. - For Gateway to Hell, take out the negate&destroy part and make it so its 200 LP for each Standby Phase for every Demonic monster. - Lucifer's thingy, take away the summon negating and that it is not affected by spells. - For 'the colt' just have it so it gains 500 ATK & DEF only equippable to Demonics though - Invaders must die, ATK 0 / DEF 1000, don't negate the attack and take away the leech effect. - Demonic Armour, have ONLY increased defence of 700 points and the only monster targetable thats a Demonic monster. - Demonic Samurai, take out the effect negation. - Demonic Sword, 500 ATK increase and 200 LP per monster destroyed - Demonic Knife, just leave it as 300 ATK (not for each stars, just 300 flat) - Demonic Omen, I say 1500 LP for the first effect, and 1000 for the second effect - Shinigami, make it so you can only choose 1 choice. And destroy not 1 any card on the field but ONLY 1 spell/trap. - Demonic Horse Pestilence, make that its a Demonic monster so his effect works.\ - Decrease Famines attack to atleast 2400. - Summong of the horseman, Discard 1 card from hand & top of deck. Special Summon Horseman from the hand, horseman cant attack during the special summon - Suicidal Teddy Bear, make it so its from the hand only. - Demonic Haze, make it so its equipped to a demonic monster only, and it cannot be destroyed by batttle. overall: 5/10 Lots of OP'd cards. [/quote] yea it is and lucifer supposed to be like that cos of the summoning conditions and the gateway is supposed to be like a demonic seal of orichos or however u spell it. and thanks for most of the rest some of them r supposed to be like that Link to comment
GaeBulg Posted January 26, 2011 Report Share Posted January 26, 2011 Well they might look legit to you, but dang, some are just bogus. No offense. I suggest you have multiple cards (if you ever thought about that) because multiple cards of the same card could get you the same results with some of the OP'd effects. Link to comment
Bringerofcake Posted January 26, 2011 Report Share Posted January 26, 2011 [quote name='rangabrocky' timestamp='1296003871' post='4961010'] please rate this deck and tell me what needs to be done thanks Devil’s insignia Spell/equip When this card is equipped to a monster with “Demonic” in its name, increase the monsters attack and defence by 1000. The monster equipped with this card is unaffected by spells and traps. Only one devil’s insignia can be in play at once. You have to pay 500 life points during each of your standby phases this is not optional. [b]Meh. Gives beaters more beaty-ness. Not awful.[/b] Demonic joker Fiend/effect Dark Level 3 Attack 1200 Defence 1500 When this card is sent to the graveyard you gain 1000 life points, also if you can special summon two more demonic jokers [b]...from? You need to specify where the monsters come from. Also, that makes stupidly easy setups for Level 7/8 Synchros.[/b] Demonic dog Fiend dark level 4 Attack 1900 Defence 0 [b]Archetype support is the only thing that separates him from Archfiend Soldier. Ok I guess?[/b] Demonic werewolf Fiend/effect dark level 7 Attack 2650 Defence 2300 This card can be summoned by tributing 1 Demonic dog. [b]Normal Summoned? Special Summoned? Be specific![/b] The call from hell Spell Special summon two level 4 or lower, Demonic monster from your hand and pay 200 life points for each star. At the end of your 3rd turn after this card is played destroy those monsters, if they are still on the field. [b]NO. This is far too much of a slippery slope play. Plus it once again makes getting any Synchros too easy.[/b] Gate way to hell Spell field This card cannot be negated or destroyed. For each Demonic monster on the field you gain 500 life points in each of your standby phases also you can pay 500 life points so all your spells and traps are unaffected by your opponents spells, traps and monster effects. [b]NO NO NO. Bad for the game, especially with Terraforming. You can't have Spell and Trap immunity like that.[/b] Lucifer, the Demonic lord Fiend/effect dark level 12 Attack 4500 Defence 4000 This card cannot be normal summoned or set. It can only be summoned by tributing 3 Demonic monsters and the activation of the spell card the devils call, also while gate way to hell is in play; also one of the monsters has to be equipped with the devils insignia. The summoning of this card cannot be negated. This card is unaffected by spells, traps and monster effects. [b]Let me straighten this out: This card cannot be Normal Summoned or Set. This card can only be summoned by the effect of "Devil's Call", Tributing 3 "Demonic" monsters you control, (1 of which is equipped with "Devil's Insignia") and while "Gateway To Hell" is on the field. The summoning of this card cannot be negated. This card is unaffected by spells, traps and monster effects. ...See Devil's Call.[/b] The devils call Spell This card allows the summoning of Lucifer, the Demonic lord by discarding 3 cards from the top of your deck. [b]So to summon this card-immune demon, you have to Tribute 3 monsters, one of which has a certain equip, control a certain field spell, and mill 3? As poor card design as it is (you spend a lot of deck dedication to get it out, and then Red Nova Dragon just runs over it), I kinda like it.[/b] Demonic soldier Fiend/effect dark level 2 Attack 700 Defence 500 When this card destroys a monster, select 1 spell or trap on the field and destroy it. [b]Meh. It's not great without Devil's Insignia, and even then, it's still meh.[/b] The colt Spell equip This card can only be equipped to a level 4 or lower. The monster equip with this card gains 500 attack and defence for each star they have. Each time the monster equipped with this card destroys a monster by battle you gain half of its attack points to your life points. [b]NO NO NO. Level 4s do NOT gain 2000 ATK. I feel that it's OP'd.[/b] Invaders must die! Trap This card can only be activated when your opponent declares an attack that would damage your life points, instead summon 2 tokens (Demonic token/level 4/fiend/dark/? /?) with the damage that you were suppose to take is the attack and defence points of the tokens and the damage is then negated. [b]I assume that means Direct Attack. And Apple of Frigg and Gorz do a much better job as is.[/b] Demonic armour Spell equip The monster equipped with this card can be the only monster that your opponent(s) select as an attack target no matter what, also this monster gains 1000 attack points. [b]I'll admit, better than raregold armor, but still not that great.[/b][/quote] I'll do the rest later. Link to comment
rangabrocky Posted January 26, 2011 Author Report Share Posted January 26, 2011 [quote name='Bringerofcake' timestamp='1296014233' post='4961445'] I'll do the rest later. [/quote] wow man i could use ur help with this its alot more usefull not offence to the other guy but yea and the gateway is supposed to be like seal of orichos so yea its supposed to be strongedited thanks to you two Link to comment
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