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Yu-Gi-Oh! Official Created Card Game [Yu-Gi-Oh! OCCG]


.Nu-13

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...I don't see how it's that much more broken than D.D. Assailant, whose effect doesn't trigger off of things you don't care about, and can get rid of things bigger than itself, which Moray can't. Sure, it ends up in your hand, but without the option to Normal Summon it... eh, seems balanced. It's at least certainly worth testing, and not worth complaining about.
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[quote name='-Griffin' timestamp='1301902987' post='5113401']
I just counted up all the cards officially submitted. Mine, HP Doom's, Aesirson's, and Cody Frost's - 48 so far, but I know that Dae, .Kow, and Cursed have also made cards. We're probably at around 80?
[/quote]


Seemingly i'm suppose to repost the images in the cards into small images in PNG files?
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Heliosand Prince
*5
LIGHT
Warrior/Effect
ATK 2100
DEF 1500
Effect: You can Special Summon this card by flipping 1 "Heliosand" monster you control into face-down Defense Position. You can only control 1 "Heliosand Prince."


Heliosand Warrior
*4
LIGHT
Warrior/Effect
ATK 1800
DEF 1500
Effect: When this card is flipped face-up, send the 1 face-up monster your opponent controls that has the lowest ATK to the Graveyard. (If it's a tie, you get to choose.)

Heliosand Sorceress
*4
LIGHT
Spellcaster/Effect
ATK 1400
DEF 1000
Effect: When this card is flipped face-up, return 1 face-up monster on the field to the owner's hand.

Heliosand Scorpion
*4
LIGHT
Insect/Effect
ATK 1500
DEF 1200
Effect: When this card is flipped face-up, select 1 Level 4 or lower "Heliosand" monster from your Deck (other than "Heliosand Scorpion") and Special Summon it in face-up Defense Position.

Heliosand Dancer
*2
LIGHT
Fairy/Tuner
ATK 1000
DEF 1000
Effect: When this card is flipped face-up, select 1 Level 4 or lower "Heliosand" monster from your
Graveyard and Special Summon in face-up Defense Position.

Heliosand Deity
*10
LIGHT
Fairy/Synchro/Effect
ATK 3400
DEF 2000
1 Tuner + 1 or more non-Tuner "Heliosand" monsters
Effect:This card gains 300 ATK for each face-down monster on the field. When this card destroys a Defense Position monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the ATK or DEF of the destroyed monster, whichever is higher. When this card is destroyed by battle, select up to 2 Level 4 or lower "Heliosand" monsters from your Deck and Special Summon them in face-down Defense Position.


Light of the Desert
Spell Card
Select and add 1 "Heliosand" monster from your Deck to your hand.

Heliosand Palace in the Desert
Field Spell
When a monster is Normal or Special Summoned to your opponent's side of the field, select and activate one of the following effects.
● Flip 1 face-up "Heliosand" monster you control into face-down Defense Position.
● Flip 1 face-down "Heliosand" monster you control into face-up Attack Position.

Sands of Heliosand
Trap Card
Remove from play 1 "Heliosand" monster from your Graveyard. Send all Special Summoned monsters on the field to the Graveyard.

Sandstorm Camouflage
Trap Card
Flip all "Heliosand" monsters into face-down Defense Position.
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My submission for the cover card:

[IMG]http://i54.tinypic.com/4igfpk.jpg[/IMG]

|Techno de Sol||SET0|Machine/Effect|Light|8||2500|3000| This card cannot be Normal Summoned or Set. This card can only be Special Summoned except by removing from play 2 face-up Defense Position monsters you control. During each of your opponent's End Phases, by discarding 1 card from your hand, you can select 1 card on the field and return it to the top of its owner's Deck then select 1 card on the field and return it to its owner's hand. You cannot conduct your next Battle Phase if you activate this card's effect. When this card is removed from the field, you can look at your opponent's hand and add any number of cards from either players' hands to their respective Decks and shuffle them. Then both players draw the same number of cards that were returned to their Deck. |
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Interesting, but it doesn't actually feel that useful. The Summon's a -2, the return effect is a -1 unless you're hitting Synchros or Fusions, and the re-draw is another +0. If you're actually using its effect, it doesn't even generate advantage by battle... it just kinda sits there, which doesn't feel fun to either player.
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[quote name='-Griffin' timestamp='1301902987' post='5113401']
I just counted up all the cards officially submitted. Mine, HP Doom's, Aesirson's, and Cody Frost's - 48 so far, but I know that Dae, .Kow, and Cursed have also made cards. We're probably at around 80?
[/quote]

[color="#4169e1"]So I am not counted in there anywhere? Even through I have submited ten cards from my archtype... or do I need to set them up for the wiki?[/color]
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So you've put in 10 cards from your archetype (that's the max you can submit) but some of the cards seem to be OPed so I'm not sure if they are fully in yet, ask Griffin. When someone's confirmed, just tell either Griffin, Kolwaski, HP Doom or me even.
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[color="#4169e1"]Well, I guess I could make more general support cards... ATM Master of the Storm and Envoy of the Storm are pretty useless as I won't be able to make the lvl 8 or the lvl 12 versions off the monsters, so I will just make and counter trap card, and a continious spell card and replace the two monsters with them... gonna have to go back to find the link to the YVD creator.
[/color]
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[quote name='Tempest of Reach' timestamp='1301931873' post='5113853']
[color="#4169e1"]Well, I guess I could make more general support cards... ATM Master of the Storm and Envoy of the Storm are pretty useless as I won't be able to make the lvl 8 or the lvl 12 versions off the monsters, so I will just make and counter trap card, and a continious spell card and replace the two monsters with them... gonna have to go back to find the link to the YVD creator.
[/color]
[/quote]

'K.
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[color="#4169e1"] Okay, I have created and added my two new cards. Like I said one is a Counter Trap card and the other a continious Spell card.

For ease off use, I will post up the ten cards that will be used in this set here, also I have edited two off my monsters - changed there level form 8 and 12 to 7 and 11 respectively, check out the effect off my Spell card and you wil probably figure out why.


[spoiler='YVD Storm Cards']|Storm - Aquosis|0||Aqua/Effect|Water|4||1600|1600|When this
card is destroyed, you can summon a level 4 Storm monster of a different
attribute from your graveyard. If this card was summoned by the effect off
another level four Storm monster, it cannot summon that monster with its
effect. During your standbye phase, gain 500 LP.|

|Storm - Flarzaqus|0||Pyro/Effect|Fire|4||1800|0|When this
card is destroyed, you can summon a level 4 Storm monster of a different
attribute from your graveyard. If this card was summoned by the effect off
another level four Storm monster, it cannot summon that monster with its
effect. During your standbye phase, deal 500 points off damage to your
opponent.|

|Storm - Bresalve|0||Winged Beast/Effect|Wind|4||1900|0|When
this card is destroyed, you can summon a level 4 Storm monster of a different
attribute from your graveyard. If this card was summoned by the effect off
another level four Storm monster, it cannot summon that monster with its
effect. This card can attack your opponent directly. If it does, half the
battle damage.|

|Storm - Nighatim|0||Fiend/Effect|Dark|4||1800|0|When this
card is destroyed, you can summon a level 4 Storm monster of a different
attribute from your graveyard. If this card was summoned by the effect off
another level four Storm monster, it cannot summon that monster with its
effect. Once per turn if this card has destroyed a monster, this card can
destroy a card on the field.|

|Storm - Shinseus|0||Warrior/Effect|Light|4||0|1800|When
this card is destroyed, you can summon a level 4 Storm monster of a different
attribute from your graveyard. If this card was summoned by the effect off
another level four Storm monster, it cannot summon that monster with its
effect. Once per turn, this card can negate the activation off a card which
destroys a monster on the field.|

|Realm of the Storm|0||Spell Card|Spell||Field|||This card
gains the follow effects when there is a Storm Monster(s) on the field
depending on the attribute.

FIRE: Deal 500 points of damage to your opponent during your
standbye phase.

WATER: Gain 500LP during your standbye phase.

WIND: Select one Storm Monster you control. It can attack
directly this turn. When it does so, battle damaged is halved. You cannot use
this effect on the same monster consecutively.

LIGHT: This card cannot be destroyed by card effect.

DARK: Once per turn, if a monster has been destroyed you can
select one card on the field and destroy it.

If all off these effects can be used, you gain the
additional effect: You can send this card from the field to the graveyard in
order to summon 1 ‘Master of the Storm’ from your deck or hand. For the first
turn it is on the field. Treat it like no attributes have been tributed. On the
second turn it has been on the field, treat it like all five attributes have
been tributed.|

|Fury of the Storm|0||Warrior/Effect|Light|7||500|0|This
card cannot be normal summon or set. This card can only be special summoned by
removing from the graveyard three level four Storm type monsters off different
names. This card gains the Attribute of those three monsters. This card cannot
be destroyed by battle. When this card attacks, trap cards cannot be activated
until the end off the damage phase. For each Storm monster in the graveyard
this card can attack your opponent directly. If a card is used on this card
which adjusts its attack in anyway. Negate it and destroy it. When this card is
destroyed, returned all removed from play Storm Monsters to the graveyard|

|Rivsibaes Procelela – Nature's Fury, Protecting
Storm.|0||Dragon/Effect|Light|11||100|0|This card cannot be normal summoned or
set. This card can only be special summoned when your LP hits zero and 1 'Fury
of the Storm' has been in your graveyard for five turns. Summon this card from
your hand, deck, graveyard or removed from play pile. This summon cannot be
negated. The Attribute of this card is also treated as WIND, WATER, FIRE and
DARK. When this card is special summoned in this way, increase you life points
by 100 points for every Storm card you have in the graveyard. You take no
damage while this card in on the field. When this card attacks, gain LP equal
to its ATK. This card can attack your opponent directly for each Storm monster
in the graveyard. When this card is removed from the field Special summon it
during the end phase.|

|Storm's Counter!|0||Trap Card|Trap||Counter|||You can only
use this card when there is Storm Monster in the graveyard. Negate and destroy
a Trap, Spell or Effect Monster who's effect destroys a monster on the field|

|Spirit of the Storm|0||Spell Card|Spell||Continuous|||You
can active this effect once per your main phase. Select one Storm Monster on
the Field then select one Storm Monster in the graveyard with a level equal or
less off it which is divisable be four. For this turn, the select monster on
the field gains the effect off the selected monster in the graveyard.|

[/spoiler]

Also, what do I do exactly with the images I have managed to get for my cards?
[/color]
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http://occg.tiddlyspace.com/

Please check the wiki. It contains all information on how to submit, including image stuff. Once you have formatted a submission correctly, add, or get someone to add, your cards to the 'Submissions' section of the Set 0 tiddler. You have also forgotten to include 'SET0' in the set part of your YVD codes.

To make following your cards easier, I recommend checking the nuances of wording on your cards. There are standard ways to write things taken from real cards, that allow regular players to understand your effect completely at a glance. In general, looking up real cards on the Yugioh Wikia is the best way to get text, but here's your first card re-done to get you started:

|Storm - Aquosis|0|[b]SET0[/b]|Aqua/Effect|Water|4||1600|1600|When this
card is destroyed, you can [b]S[/b]ummon a level 4 [b]"[/b]Storm[b]"[/b] monster of a different
attribute from your [b]G[/b]raveyard. If this card was [b]S[/b]ummoned by the effect off
[b]a level 4[/b] [b]"[/b]Storm[b]"[/b] monster, it cannot [b]S[/b]ummon that monster with its
effect. During your [b]Standby Phase[/b], gain 500 [b]Life Points[/b].|

It's also worth noting that your restrictions now just mean that 3 monsters is what it takes to get an infinite wall... With only 1 card that RFGs them easily, off the top of my head, that is a serious issue. I would make a way that will stop an infinite wall from ever happening - such as removing them from play or returning them to the Deck when they activate their Summon-effect (which, to be fair, still gives them twice the longevity of most monsters).
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