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For hope burns bright!


Aesirson

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Ganesh of Blue Hope
Beast-Warrior/Effect/LIGHT/1 Star
During your Draw Phase, when you draw this card, you can reveal it to your opponent to return 2 "Blue Hope" monsters in your Graveyard to the Deck and draw 1 card. If you Normal Summon a "Blue Hope" monster during the turn you activated this effect, you can Special Summon this card from your hand.
ATK/0 DEF/1300

Gospel of Blue Hope
Fairy/Effect/LIGHT/1 Star
When this card is sent to the Graveyard, you can return 1 "Blue Hope" monster in your Graveyard to your Deck to send 2 "Blue Hope" monsters from your Deck to your Graveyard.
ATK/500 DEF/0

Vanguard of Blue Hope
Warrior/Effect/LIGHT/4 Star
When this card is Normal Summoned, you can return a number of "Blue Hope" monsters in your Graveyard to your Deck to Special Summon 1 "Blue Hope" monster from your Graveyard with a Level equal to the number of cards returned.
ATK/1700 DEF/1400

Infuser of Blue Hope
Psychic/Effect/LIGHT/6 Star
When this card is returned from your Graveyard to your Deck, remove this card from play instead and select 1 card on the field. When the selected card is destroyed, Special Summon this removed from play card.
ATK/2400 DEF/1000

Burning Blue Hope
Pyro/Effect/LIGHT4 Stars
When this card is Normal Summoned, return 1 "Blue Hope" monster in your Graveyard to destroy 1 card on the field. The controller of that card draws 1 card. When a "Blue Hope" monster is Special SUmmoned, decrease the Level of the Special SUmmoned monster by 1 to increase the Level of this card by 1.
ATK/1600 DEF/900

Evolving Blue Hope - Symphony
Psychic/Xyz/LIGHT/Rank 5
2 Level 5 monsters
Once per turn, you can send 1 of this card's Xyz Material monsters to the Graveyard to return all "Blue Hope" monsters in your Graveyard to your Deck. Then increase the ATK of all "Blue Hope" monsters you control by 300 for every card returned this way.
ATK/2000 DEF/2300

Evolving Blue Hope - Utopia
Psychic/Xyz/LIGHT/Rank 5
2 Level 5 monsters
During each of your End Phases, increase your life points by a number equal to the number of this card's Xyz Material monsters x600. When this card would be removed from the field, send 1 of this cards Xyz MAterial monsters to the Graveyard instead. When this card have no Xyz Material monsters, send this card to the Graveyard to draw 2 cards.
ATK/1900 DEF/3000

Evolving Blue Hope - Angel
Fairy/Xyz/LIGHT/Rank 1
1 Level 1 "Blue Hope" monster + 1 Level 1 monster
Increase the ATK of all "Blue Hope" monsters you control by 1000. You can return this card to the Extra Deck to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. If you negate an effect this way, Special Summon this card's Xyz Material monsters during the End Phase.
ATK/800 DEF/600

Shining Hope
Normal Spell Card
Send 1 "Blue Hope" monster from your Deck to your Graveyard and discard 2 "Blue Hope" monsters to draw 2 cards.

Empower Hope
Normal Spell Card
Activate only when you have 2 or more "Blue Hope" monsters in your Graveyard and 2 or more cards in your hand. Return all "Blue Hope" monsters in your Graveyard to your Deck. Then, both players discard their hands and draw a number of cards equal to the number of "Blue Hope" monsters returned to your Deck by this effect. You cannot Normal Summon a monster during the turn you activated this card.

The Blue Star
Field Spell Card
During each player's End Phase, you can send 1 "Blue Hope" monster from your Deck to the Graveyard. When you draw a card(s) by the effect of a "Blue Hope" monster or by the effect of a card with "Blue Hope" printed in the card text, except this card, draw 1 additional card. When this card would be destroyed by the effect of a Spell, Trap or Effect Monster effect, return all "Blue Hope" monsters in your Graveyard to your Deck to negate the effect of that card and destroy it.

Hopeless!
NormalTrap Card
Activate only when there is no "Blue Hope" monster(s) in your Graveyard. Send the top 5 cards of your Deck to the Graveyard and destroy 1 card on the field for every "Blue Hope" monster sent to the Graveyard by this effect.

Give Me Hope
Normal Trap Card
Activate only when a "Blue Hope" monster you control is destroyed and sent to the Graveyard. Return that card to the Deck and draw 1 card.

I don't know if I worded Blue Star's second effect right.

More coming. CnC!
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Ganesh is overpowered. Drawing a card and getting an extra Normal Summon for such a paltry price?

Vanguard is lovely. Difficult to get tough monsters with it, so it's a wonderfully balanced card that fits the gimmick.

Infuser is... unusual. In a good way. Lovely effect that can turn the game around easily.

Burning is awesome and a half. I assume that it is supposed to be combined with Infuser, since it puts it on the field and gives you the monsters you need for a Xyz summon.

Symphony is, once again, overpowered. Drawing 2 cards is ridiculous, given how easy this card can be summoned. Nice effect otherwise, though. Gives the set some much needed ATK power.

Utopia... Remember what I said about drawing 2 cards? Again, given that it's rank 5 it could use more ATK. As is, it's something that just sits there waiting to give you 2 ca - ohhhhhh! I see what you did! Nice! Giving yourself a temporary disadvantage (losing 2 level 5s for a card with level 4 ATK) for a significant advantage later! Lovely!

Shining Hope... I think it's a bit overpowered. Rotating your hand and dumping blue hopes of your choice? I think lose the draw effect and dump more Blue Hopes from somewhere.

The Blue Star's effect is, quite simply, awful. Originally Twin-Headed Behemoth was limited because it was impossible to determine which copies had used the effect and which hadn't, so they changed the ruling. This card is the same. I refuse to discuss this card further until this effect is changed.

Hopeless is... interesting. Doesn't seem too impractical if you draw it at the start of the duel or if you use Symphony's effect. I say it's balanced, if these are all the Blue Hopes you'll make, otherwise it's too easy to gain a very significant advantage.

Overall, this set needs more ways to send cards to the graveyard. It's quite a nice set.
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This effect for Ganesh is much better. It still gets you a draw and some field advantage, but at a price and a slight restriction.

Gospel... I don't like it. I'm well aware that it's a 1 card in the grave profit, but I'm not sure I like the idea of simply rotating the grave. It's balanced and all, but something about it rubs me the wrong way. Also, its addition means you can run 3 more Blue Hopes in your main deck, making Hopeless! a bit too powerful. The set does need destruction effects [u][i][b](hint hint)[/b][/i][/u] but Hopeless is a bit much given how much it mills.

Symphony's nerf was a little too severe, methinks. The set needs a little more field presence for it to work. Alternatively, give it the draw effect again, but for 1 card. Or something original. I dunno.

Angel is pretty cool. I can run Glow-Up Bulb with these cards now :D Nice effect, doesn't seem overpowered, not that hard to summon, not bad at all. (Edit: Using its effect means I can re-summon it a bit too easily though. Too lockdown-y.)

The new Shining Hope is nice. Normally, discard 1 of X card to draw 2 cards effects should be reserved for cards that are normally dead draws, like level 8s and Wulf, Lightsworn Beast. This is a dumping card, gives you 3 Blue Hopes in the grave at the cost of 1 card advantage. Wonderful balance.

EDIT (Can't believe I forgot to comment on Empower) Empower is... um... crappy against Dark Worlds? I don't think it needs the drawback of no Normal Summon, given that it empties your grave, isn't that drawback enough?

The new Blue Star is... DRAAW 2 CARDZ OP'D LOLOMGWTFBBQ. I like the idea of an effect triggering upon drawing, but an extra card is a but much. The dumping effect is cool, and so is the protection. Nice field spell.

Give Me Hope is basic, but cool. Little more to say about it. Good card.

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