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OH GOD! . I started the test at 2 and half pm and just ended at 5 pm ! :o

I got really tired 'cause of that thing :angry:

Anyways . Here's my FIRST written card:

 

[spoiler=Boomerang Thrower]

Boomerang Thrower (WIND)

(Level: 4)

Warrior/Effect

ATK/ 1000 DEF/ 1000

FLIP: Discard 1 card from your hand to activate this effect. This effect don't affects Defence Position monsters or empty Monster Card Zones. Destroy all Attack Position monsters with 1500 or lower ATK your opponent controls from Monster Card Zone 1 to Monster Card Zone 5 and inflict Battle Damage to his/her Life Points equal to the half of the destroyed monsters' combined ATK. If there's an Attack Position monster with an ATK higher than 1500 interrupt this card's effect and receive Battle Damage equal to the half of that monster's ATK. (This effect can only be used once per duel. If this card targets a face-down Attack Position monster flip it face-up. If it is an Flip Effect monster negate its effect.)

Numerous errors and redundancies. I'll give you the fix:

 

FLIP: Discard 1 card from your hand to destroy all Attack Position monsters your opponent controls with 1500 or less ATK and inflict damage to your opponent equal to the half of the destroyed monsters' combined ATK. If your opponent controls a monster with 1500 or more ATK, negate this card's effect and take damage equal to the half of that monster's ATK (If there is more than 1 monster with more than 1500 ATK, take damage equal to half the ATK of the monster with the highest ATK). This effect can only be used once per duel.

 

 

Overall, the card isn't very good in such a quick metagame, and is thus UP'd. However, a similar effect can't really be powered up or else it would be OP'd. So as a tech of sorts, it's ok, just it's not got any real potential as a card. Overall, however it's balanced. Although, the negating part is very redundant, as you're not going to activate the effect if they have a monster with more than 1500 ATK.

 

You definitely tried to challenge yourself with the OCG, and it's a pretty creative idea. But with the large amount of errors, I'm gonna have to say high Slifer.

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Numerous errors and redundancies. I'll give you the fix:

 

FLIP: Discard 1 card from your hand to destroy all Attack Position monsters your opponent controls with 1500 or less ATK and inflict damage to your opponent equal to the half of the destroyed monsters' combined ATK. If your opponent controls a monster with 1500 or more ATK, negate this card's effect and take damage equal to the half of that monster's ATK (If there is more than 1 monster with more than 1500 ATK, take damage equal to half the ATK of the monster with the highest ATK). This effect can only be used once per duel.

 

 

Overall, the card isn't very good in such a quick metagame, and is thus UP'd. However, a similar effect can't really be powered up or else it would be OP'd. So as a tech of sorts, it's ok, just it's not got any real potential as a card. Overall, however it's balanced. Although, the negating part is very redundant, as you're not going to activate the effect if they have a monster with more than 1500 ATK.

 

You definitely tried to challenge yourself with the OCG, and it's a pretty creative idea. But with the large amount of errors, I'm gonna have to say high Slifer.

 

No, I'm not posting an entering card, I'm already on the academy.

 

And you toke off the part involving Monster Card Zones whose confered the card an Boomerang-like Effect, which I was intending to do ;)

 

In addition, I have no idea of what "I tried to challenge myself with the OCG" means :lol:

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No, I'm not posting an entering card, I'm already on the academy.

Brain fart moment. Apologies.

 

And you toke off the part involving Monster Card Zones whose confered the card an Boomerang-like Effect, which I was intending to do ;)

You do realise zones 1 to 5 is the entire monster card area anyway, right? It's an incorrect phrase, and thus should be removed.

 

In addition, I have no idea of what "I tried to challenge myself with the OCG" means :lol:

Basically, you went with a somewhat complicated idea, instead of an incredibly simple one.

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I wasn't too sure how to word the effect myself. How should it have been done?

 

 

When this card is Normal Summoned, banish 1 Level 4 or lower monster in your Graveyard. Then, select 1 monster in your Graveyard with the same Attribute and Type as the banished monster, and Special Summon it. You cannot Special Summon other monsters during the turn this effect is activated.

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Brain fart moment. Apologies.

 

Nah that's ok :)

 

You do realise zones 1 to 5 is the entire monster card area anyway, right? It's an incorrect phrase, and thus should be removed.

 

It's hard to explain but here I go: The Boomerang-like Effect i meant is that it goes destroying Monsters through the Monster Card Zones each per time and not all for once, understand? For example. in monster card zone 1 and 3 my opponent haves two 1500 or Lower ATK monters (Celtic Guardian and Beaver Warrior just for saying), Zone 2 is empty and in Zone 4 he has Red Eyes Place on it. The effect of my card will destroy the first two cards but wont affect Zone 2 cause it's empty. but when it reaches Zone 4, the effect would stop and wont reach Zone 5. At the resolving of the Effect, my opponent takes 1300 Battle Damage (1400+1200/2) and I shall take 1200 Points (2400/2). Got it? That's the Boomer-like I intend to make :)

 

Basically, you went with a somewhat complicated idea, instead of an incredibly simple one.

 

Oh, now I got it :)

 

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Sorry. It seems really creative- but I can't say much more than that. Oh, and would everybody mind voting in my new 1 v. 1 against -Unknown-? I'll post the link in a second.

 

Okay :(

 

ANYWAY, yeah, just post the link and I'll vote

 

and talkin in 1 vs 1 . a student accepted to take the student 1 vs 1 but i want that a teacher coordenates it . anyone?

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OF COURSE BUD! :)

 

anyway, could you comment the Written Card I posted on the previous page? *-*

 

Tristan said all there needs to be said. I can't add anything without being redundant.

 

 

Anyway, the cards. There are actually three of them. Thoughts?

 

5egxl5.png

 

Effect: 1 Fairy-Type Tuner + 2 or more non-Tuner monsters

This card can only be Synchro Summoned from the Removed from Play Zone. This card is treated as a Level 8 monster while not on the field. When this card is Synchro Summoned, flip all cards in both player's Graveyards face-down. While this card is face-up on the field, cards are sent to the Graveyard face-down. When either player activates an effect that targets a card(s) in the Graveyard, they choose 1 card in their Graveyard and reveal it. If it is a correct target, resolve the effect. If not, they shuffle their Graveyard and select another card. When this card leaves the field, flip all cards in both player's Graveyard face-up.

 

 

jgr2ur.png

 

Effect: If this card is Summoned from your hand, it cannot be used as a Synchro Material Monster. You can Set this card face-down in your Spell & Trap Card Zone as a Trap Card. At the start of either player's Battle Step, you can activate this card's effect. During the turn this card is activated, when an "Occult Scientia" Synchro Monster you control attacks an opponent's monster, you can flip that monster into face-down Attack Position.

 

 

18nau1.png

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@MMII: Wow, the effect of your card is pretty complex. It says that if there is a face-up monster with over 1500 ATK, the effect is negated and you receive quite a bit of damage. But I think the pros outweigh the cons. If used correctly and with a bit of luck, you can wipe out a few of your opponent's cards and deal some nice damage(possibly over 2000). While if it goes wrong, you'll probably end up just inflicting 1000-1500 damage to yourself with no loss of monsters to you. But, as Tristan said, the Meta is fast paced, so your opponent may Tribute/Synchro Summon before your card can be flipped.

 

I think, overall your card balances itself out, and I think it's a bit of a risky card. You could end up wiping out a field of monsters and dealing damage, or you could end up losing some Life Points.

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Tristan said all there needs to be said. I can't add anything without being redundant.

 

Didn't you understand the effect, did you? :unsure:

 

Anyway, I explained it well for tristan in the same page i think.

 

but if that's you truly opinion then that's ok :mellow:

 

About the cards, they are unique and really good *-* Except for Revenge. i think that you could put a cost for re-summoning a Synchro back for balancing, JMO since synchro's are seen as powerful monsters. ;)

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Didn't you understand the effect, did you? :unsure:

 

Anyway, I explained it well for tristan in the same page i think.

 

but if that's you truly opinion then that's ok :mellow:

 

About the cards, they are unique and really good *-* Except for Revenge. i think that you could put a cost for re-summoning a Synchro back for balancing, JMO since synchro's are seen as powerful monsters. ;)

 

I understood it perfectly. But after what Tristan and Renji have said, I wouldn't be able to say anything new. I'd just be repeating them. Which seems pointless.

 

 

I'll limit it to Battle Phase destruction, considering Death Synchros thrive on self-destruction.

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@MMII: Wow, the effect of your card is pretty complex. It says that if there is a face-up monster with over 1500 ATK, the effect is negated and you receive quite a bit of damage. But I think the pros outweigh the cons. If used correctly and with a bit of luck, you can wipe out a few of your opponent's cards and deal some nice damage(possibly over 2000). While if it goes wrong, you'll probably end up just inflicting 1000-1500 damage to yourself with no loss of monsters to you. But, as Tristan said, the Meta is fast paced, so your opponent may Tribute/Synchro Summon before your card can be flipped.

 

I think, overall your card balances itself out, and I think it's a bit of a risky card. You could end up wiping out a field of monsters and dealing damage, or you could end up losing some Life Points.

 

THANK GOD you did understand the meaning of the effect *-*

 

I understood it perfectly. But after what Tristan and Renji have said, I wouldn't be able to say anything new. I'd just be repeating them. Which seems pointless.

 

 

I'll limit it to Battle Phase destruction, considering Death Synchros thrive on self-destruction.

 

What? Death Synchros? OH GOD , there's ALOT of things for me to learn D:

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What? Death Synchros? OH GOD , there's ALOT of things for me to learn D:

 

They are solely my creation, ie there aren't any official cards that use the mechanic. They are part of my eight anti-Summons.

 

[spoiler=The Eight Anti-Summons] Just so you know.

 

Death Synchro Summon: The Synchro Monster has to be in the Graveyard to be Synchro Summoned. Most of their effects involve lock-downs of normal Extra Deck Summons or milling your opponent's Extra Deck.

 

Death/Occult Fusion Summon: Same as above, but for Fusion Monsters. Due to the lack of an archetype, they have a variety of effects, involving Graveyard and hand lock-down; and removal effects.

 

Death Ritual Summon: Again, summoning from the Graveyard. These mainly focus on recycling their materials, which in turn grant additional effects to the monster they summon.

 

D. Synchro Summon: The Synchro Monster has to be Removed from Play to be Synchro Summoned. A lot of Graveyard lock-related effects.

 

D. Fusion Summon: Same, but for Fusions. The "Twisted" archetype relys on RFP Extra Deck mill, while constantly burning your opponent.

 

D. Ritual Summon: Again, summoning from the RFP Zone. The most prominant archetype, the "Gateway"-related monsters rely on a mechanic that doesn't actually banish them while banishing them to trigger their effects.

 

Placing on the Field: A rarely-used mechanic that Konami only uses for some Spells and Traps, I expanded it to Monsters. Since they can only be placed on the field by their effect, they are harder to get out, but cannot trigger any of the Traps that activate when you summon a monster.

 

'Vortex' Summon: The unofficial name given to the mechanic used by my "Skybound" monsters, which returns monsters on the field to the Deck to Special Summon higher-Leveled monsters from the hand or Deck. Although technically a basic Special Summon, its complex nature warranted a term.

 

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oh God, more things to lear ... so, how do they work?

 

You don't technically need to know these, since you'll only ever see them in my threads. Except if you want to use them yourself, which I'm fine with. Just credit me with the original concept.

 

I can give you an example of each type of Summon using a support card and monster so you can get a feel if you want.

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They are solely my creation, ie there aren't any official cards that use the mechanic. They are part of my eight anti-Summons.

 

[spoiler=The Eight Anti-Summons] Just so you know.

 

Death Synchro Summon: The Synchro Monster has to be in the Graveyard to be Synchro Summoned. Most of their effects involve lock-downs of normal Extra Deck Summons or milling your opponent's Extra Deck.

 

Death/Occult Fusion Summon: Same as above, but for Fusion Monsters. Due to the lack of an archetype, they have a variety of effects, involving Graveyard and hand lock-down; and removal effects.

 

Death Ritual Summon: Again, summoning from the Graveyard. These mainly focus on recycling their materials, which in turn grant additional effects to the monster they summon.

 

D. Synchro Summon: The Synchro Monster has to be Removed from Play to be Synchro Summoned. A lot of Graveyard lock-related effects.

 

D. Fusion Summon: Same, but for Fusions. The "Twisted" archetype relys on RFP Extra Deck mill, while constantly burning your opponent.

 

D. Ritual Summon: Again, summoning from the RFP Zone. The most prominant archetype, the "Gateway"-related monsters rely on a mechanic that doesn't actually banish them while banishing them to trigger their effects.

 

Placing on the Field: A rarely-used mechanic that Konami only uses for some Spells and Traps, I expanded it to Monsters. Since they can only be placed on the field by their effect, they are harder to get out, but cannot trigger any of the Traps that activate when you summon a monster.

 

'Vortex' Summon: The unofficial name given to the mechanic used by my "Skybound" monsters, which returns monsters on the field to the Deck to Special Summon higher-Leveled monsters from the hand or Deck. Although technically a basic Special Summon, its complex nature warranted a term.

 

 

REALLY GOOD *___* as I've said you are THE genius :lol:

 

anyway, I think its better to use it when I'm tougher on Cardmaking ;)

 

But I would be glad if you show me examples :)

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