Umbra Posted June 19, 2011 Report Share Posted June 19, 2011 Now, some of these are probably unbalanced, so feel free to give some balancing advice. Wight Supremacist DARK Zombie / Xyz 1 / 1600 / 1500 3 Level 1 monsters You can use "Skull Servant" in your hand or Graveyard for the Xyz Summon of this card. This card gains 200 ATK and DEF for each XYZ Material it has. This card's name is treated as "Skull Servant" while it is face-up on the field or in your Graveyard. When a "King of the Skull Servants" you control would leave the field, detach 1 Xyz Material from this card instead. Metalmorpher Transmission Signal Continuous Trap Once per turn, select 1 monster you control. The selected monster gains ATK equal to its original ATK / 2, until the End Phase. Heavy Metal King EARTH Spellcaster / Xyz 5 / 2400 / 1800 1 Level 5 monster This card can only be Xyz Summoned while you control a face-up "Metalmorpher Transmission Signal". Once per turn, when your opponent activates a Spell or Trap Card, the card's effect becomes: "Destroy 1 card you control." You can detach 1 Xyz Material from this card to destroy all Spell or Trap Cards on the field. Red-Eyes Death Metal Dragon DARK Dragon / Xyz 7 / 2600 / 2300 1 Level 7 monster This card can only be Xyz Summoned while you control a face-up "Metalmorpher Transmission Signal". When this card destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster's ATK or DEF, whichever is higher. You can detach 1 Xyz Material from this card to destroy all Monster Cards on the field. Zyx Sacrifice Quick-Play Spell Select 1 Xyz Monster you control. Detach all Xyz Materials from the selected monster. Increase the selected monster's ATK by 800 for each detached Xyz Material. Dragon Cannon LIGHT Machine / Xyz 4 / 2500 / 2300 3 Level 4 monsters You can detach 1 Xyz Material to destroy 1 card on the field. Elysium Council LIGHT Spellcaster / Xyz 5 / 3500 / 2500 3 Level 5 Spellcaster-type monsters Once per turn, you can detach 1 Xyz Material to select 1 non-Xyz monster you control. The selected monster gains 2000 ATK, until the End Phase. If this card has no Xyz Material, return it to your Extra Deck. Zero Division Counter Trap Activate only when your opponent Special Summons a monster. Banish the monster and 1 other card on the field. Shield of Vengeance Quick-Play Spell Activate only when a monster you control is attacked. Banish 1 monster in your Graveyard. The attacked monster gains ATK/DEF equal to the banished monster's ATK or DEF, whichever is higher. Stone Form Equip Spell Change the equipped monster to Defense Position. The equipped monster cannot be destroyed by battle, cannot declare an attack, and gains 2000 DEF. Excess Soul Equip Spell Equip only to an Xyz monster. This card is treated as an Xyz Material for the equipped monster. You can send this card you control to the Graveyard to banish 1 card on the field. Spirit-Binding Cage Trap Card Activate only during the End Phase. Special Summon 1 monster that left the field this turn to your side of the field. If you are not the owner of the monster, its effect is negated. Cathulan, the Seven-Eyed Devourer DARK Aqua / Xyz 8 / 3400 / 2500 2 Level 8 monsters on either side of the field Decrease this card's ATK/DEF by 1000 for each Xyz Material it has that is owned by your opponent. Once per turn, you can select 1 monster your opponent controls. It is Overlaid to this card. This card cannot declare an attack during the turn you use this effect. When this card would be destroyed by battle, detach 1 Xyz Material instead. Into the Depths of Darkness Ritual Spell This card is used to Ritual Summon "Azhakan, Elysium of Insanity". You must also Tribute monsters whose total Level equal 8 or more from the field or your hand. You can banish this card in your Graveyard to Special Summon 1 of your banished monsters. Azhakan, Elysium of Insanity WATER Fiend / Ritual 8 / 2900 / 2200 This card can only be Ritual Summoned by "Into the Depths of Darkness". When this card is Ritual Summoned, banish a number of cards on the field equal to the number of monsters you used for the Ritual Summon. When a card(s) is banished, increase this card's ATK/DEF by 200 for each banished card until the End Phase. The Man in Black EARTH Spellcaster / Xyz 4 / 2200 / 1700 2 Level 4 monsters Once per turn, you can detach 1 Xyz Material from this card to banish 1 card on the field, until the End Phase. [b]Edit Log[/b] 1.01: [i]Metalmorpher Transmission Signal[/i] changed from a Continuous Spell to a Continuous Trap. (June_18_2011) 1.1 [Curses of the Council] [acronym="Elysium Council and onward"]Four[/acronym] new cards added. (June_20_2011) 1.2 [Wrath of the Elder God] [acronym="Excess Soul and onward"]Six[/acronym] new cards added. (June_23_2011) Link to comment
Bahamut - Envoy of the End Posted June 19, 2011 Report Share Posted June 19, 2011 [quote name='Umbra' timestamp='1308449833' post='5294114'] Now, some of these are probably unbalanced, so feel free to give some balancing advice. Wight Supremacist DARK Zombie / Xyz 1 / 1600 / 1500 3 Level 1 monsters You can use "Skull Servant" in your hand or Graveyard for the Xyz Summon of this card. This card gains 200 ATK and DEF for each XYZ Material it has. This card's name is treated as "Skull Servant" while it is face-up on the field or in your Graveyard. When a "King of the Skull Servants" you control would leave the field, detach 1 Xyz Material from this card instead. [b]Interesting idea. Seems balanced, just, I dunno, never play Skull Servants.[/b] Metalmorpher Transmission Signal Continuous Spell Once per turn, select 1 monster you control. The selected monster gains ATK equal to its original ATK / 2, until the End Phase. [b]Does what it does. A semi-permanant Half Counter.[/b] Heavy Metal King EARTH Spellcaster / Xyz 5 / 2400 / 1800 1 Level 5 monster This card can only be Xyz Summoned while you control a face-up "Metalmorpher Transmission Signal". Once per turn, when your opponent activates a Spell or Trap Card, the card's effect becomes: "Destroy 1 card you control." You can detach 1 Xyz Material from this card to destroy all Spell or Trap Cards on the field. [b]Again interesting idea but to easy to pull with Cydra, althouh that probably would have been less of a problem is Signal was a Trap and therefore not playable on first turn. Dunno if that would have to become like Fabled Dianaira where the first card is the one effect, or you get to choose. Nukes S/T Zone, but I guess since it can only do it once.[/b] Red-Eyes Death Metal Dragon DARK Dragon / Xyz 7 / 2600 / 2300 1 Level 7 monster This card can only be Xyz Summoned while you control a face-up "Metalmorpher Transmission Signal". When this card destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster's ATK or DEF, whichever is higher. You can detach 1 Xyz Material from this card to destroy all Monster Cards on the field. [b]Almost read that as ATK AND DEF!!! Same as above, nice and different but don't really know. Personally not a fan of nukes but that's just me.[/b] Zyx Sacrifice Quick-Play Spell Select 1 Xyz Monster you control. Detach all Xyz Materials from the selected monster. Increase the selected monster's ATK by 800 for each detached Xyz Material. [b]Again, does what it does. And pretty effectively.[/b] Dragon Cannon LIGHT Machine / XYZ 4 / 2500 / 2300 3 Level 4 monsters You can detach 1 Xyz Material to destroy 1 card on the field. [b]I'll assume you forgot to put once per turn. Adreaus has it if we use that as a yardstick, and she is, I dunno, is 2 level 5's or 3 level 4's harder to get out?[/b] [/quote] In short imaginative, but very hard to tell if they are balanced or not. Link to comment
Umbra Posted June 19, 2011 Author Report Share Posted June 19, 2011 Making Transmission Signal a Trap seems like a reasonable idea; I'll change that. Heavy Metal King is intended to replace the effect entirely. Note that it merely changes the [i]effect[/i]: The cost of the card still remains. As an example, for [i]Return of the Different Dimension[/i], the opponent would still have to pay half their Life Points to destroy that one card they control. Dragon Cannon works as intended, currently. You're either able to blow three cards at once, halting future powerful plays, or use them when you need them as the game goes on. I choose to trade some balance for versatility. If more people argue against that, I'll consider changing it further down the road. Link to comment
Umbra Posted June 24, 2011 Author Report Share Posted June 24, 2011 Added a bunch of new cards. Link to comment
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