Zeal Ascendant Posted October 1, 2011 Report Share Posted October 1, 2011 Tried to do something innovative here. I apologize for any bad OCG, but should be able to understand these. CCD: [url="http://forum.yugiohcardmaker.net/topic/264560-ccd-clockwork-calamity/"]http://forum.yugiohc...kwork-calamity/[/url] Clockwork Clock Tower Field Spell All LIGHT machine types gain 300 attack and defense. When this card is activated, place 1 counter on it. During each of your standby phases, place 1 counter on this card. If this card has 13 counters on it, remove 12 counters from this card (No card effects can activate due to this.). If this card ever has 0 counters on it, place 1 counter on it. If this face-up card would be destroyed, you can remove counters from this card until it has only 1 counter on it. You cannot activate this effect if this card has under 8 counters on it. When counters are added to or removed from this card, treat it as that number of individual gains/losses. Clockwork Commissioner ** Machine/Tuner/Light You can send this card from your hand to the graveyard to add one “Clock Tower” from your deck to your hand. 900/600 Clockwork Tinkerer *** Machine/Tuner/Light Once per turn, if you control a face-up “Clock Tower”, you can add or remove up to 3 counters to/from that card. 1200/1000 Clockwork Sprocket * Machine/Tuner/Light If the sum of the counters on a face-up “Clock Tower” you control is even, you can special summon this card from your hand. 100/100 Clockwork Soldier **** Machine/Effect/Light This card gains 100 attack for each counter on a face-up “Clock Tower” you control. 1400/1000 Clockwork Time Capsule ** Machine/Effect/Light When this card is normal summoned, change it to defense position. Whenever a counter is placed on a face-up “Clock Tower” you control, place 1 counter on this card. You can tribute this card to inflict damage to your opponent equal to 200 x the number of counters on this card. 0/1800 Clockwork Gunner *** Machine/Effect/Light Once per turn, if there are 3, 6, 9, or 12 counters on a face-up “Clock Tower” you control, you can remove 3 counters from that card to destroy one card on the field. 1600/1200 Clockwork Rewinder * Machine/Effect/Light During either player’s turn, if you control a face-up “Clock Tower”, you can send this card to the graveyard to negate the effect of a spell/trap/monster effect, and destroy that card. Then, remove one counter from a face-up “Clock Tower” you control. 400/600 Grandfather Clockwork ******* Machine/Effect/Light You can tribute a “Clockwork” monster to special summon this card from your hand. Whenever a counter is added to a face-up “Clock Tower” you control by its own effect, switch the attack and defense of this card. 1600/2600 [b][color=#FF0000]NEW[/color][/b]Clockwork Knight ******** When this card is tribute summoned, select one "Clockwork" monster in your graveyard and special summon it in defense position. Its effect is negated, and it is banished during the end phase. This card inflicts piercing damage. Once per turn, you can add/remove up to 5 counters to/from a face-up "Clock Tower" you control. 2400/1000 [b][color=#FF0000]NEW[/color][/b]Clockwork Grinder *** Machine/Effect/Light Once per turn, you can add counters to a face-up "Clock Tower" you control until it has 12 counters on it. Then, you can destroy one face-up monster with a level equal to or less than the number of counters added. Take damage equal to its attack. 1600/1200 [b][color=#FF0000]NEW[/color][/b]Clockwork Pendulum * Machine/Tuner/Light This card's level is equal to the number of counters on a face-up "Clock Tower" you control when face up on the field. If this card is in your graveyard, you can remove it from play to have a face-up "Grandfather Clockwork" you control gain 1000 attack. 300/300 [b][color=#FF0000]NEW[/color][/b]Clock Enchanter **** Spellcaster/Effect/Light When this card is normal summoned, you can special summon a "Clockwork" monster from your hand. It cannot be used as Synchro or Xyz material. 1100/800 [b][color=#FF0000]NEW[/color][/b]Clock Trader ** Fiend/Effect/Dark FLIP: Send 1 "Clock" card in your hand to your deck to add 1 "Clock" card from your deck to your hand. Then, you can add or remove up to 2 counters to/from a face-up "Clock Tower" you control. 400/200 Clockwork Timecrusher ***** 1 “Clockwork” tuner + 1 “Clockwork” non-tuner Machine/Synchro/Effect/Light You can add 6 counters to a face-up “Clock Tower” you control to destroy one face-down card your opponent controls. 2200/1600 Clockwork Overseer ******* 1 “Clockwork” tuner + 1 “Clockwork non-tuner Machine/Synchro/Effect/Light Every time a card effect involving counters on a face-up “Clock Tower” activates, except an effect of “Clock Tower”, this card gains 200 attack. 2400/1000 Clockwork Winder *** 2 level 3 “Clockwork” monsters Machine/Xyz/Effect/Light Once per turn, you can activate one of the following effects: - Detach 1 Xyz material from this card to add or remove up to 6 counters to/from a face-up “Clock Tower” you control. - Add or remove up to 3 counters to/from a face up “Clock Tower” you control. 2000/1200 Clockwork Kaiser ********** 5 “Clockwork” monsters Machine/Fusion/Effect/Light Can only be special summoned by banishing the above fusion materials from your hand, field, or graveyard (You do not use “Polymerization”). This is treated as a fusion summon. If there is no face-up “Clock Tower” with 12 counters on it on your side of the field, destroy this card. If this card would be destroyed by its own effect, you can banish a “Clockwork” monster in your graveyard to make the number of counters on a face-up “Clock Tower” you control 12. You can send a face-up “Clock Tower” you control to the graveyard to destroy all cards your opponent controls. 4000/4000 Pocket Watch Continuous Spell This card’s name is treated as “Clock Tower” while face-up on the field. There can only be 1 “Clock Tower” face-up on the field. When this card is activated, place 1 counter on it. During each of your standby phases, place 1 counter on this card. When counters are added to or removed from this card, treat it as that number of individual gains/losses. If this card has 0 or 6 counters on it, send it to the graveyard. Clock Accelerator Spell If you don't have a "Clockwork" card in your hand, you cannot activate this card. If a face-up “Clock Tower” you control has 1 counter on it, you can add 11 counters to it to draw 2 cards. Then discard one "Clockwork" card. Time Freeze Continuous Spell Counters cannot be added to a face-up “Clock Tower” you control during your standby phase. During your standby phase, you can send this face-up card to the graveyard. Clockwork Timehole Spell Reduce the amount of counters on a face-up “Clock Tower” you control to 1. Add 3 “Clockwork” monsters from your graveyard to your hand. You cannot special summon the turn you activate this. Rate, hate, comment, whatever. Link to comment
Zeal Ascendant Posted October 2, 2011 Author Report Share Posted October 2, 2011 Added 5 new cards, edited Kaiser to have attack and defense, and added a link to the CCD! Link to comment
Zeal Ascendant Posted October 2, 2011 Author Report Share Posted October 2, 2011 Bumpeh Link to comment
bilaterus Posted October 2, 2011 Report Share Posted October 2, 2011 This is pretty original, and as a result it is hard to comment on them... but I shall note a few general and specific things. The 'no more than 13 counters' thing could be solved by it flipping facedown when its got too many. Just a thought. Clock accelerator plus pocket watch=unlimited stacking of clock counters? Pocket watch could use an counter limit. Oh, and you might as well make accelerator draw 2, and give it discard cost of a clock monster if you want. As for the 'individual gains/losses' thing, you could rewrite the counter-adding effects to say 'add x counters one at a time to clock tower'. Actually, why do they need to be one at a time again? Sprocket and Commissioner are particularly nice due to neatness of effect and name fittingness respectively. Time Capsule is dangerous. Summon it, activate clock tower, activate accelerator, BOOM, at least 3600 damage. You could perhaps put a limit on it as well. Hm, this post made even less sense than normal, apologies lol Link to comment
Zeal Ascendant Posted October 2, 2011 Author Report Share Posted October 2, 2011 [quote name='bilaterus' timestamp='1317580625' post='5555447'] This is pretty original, and as a result it is hard to comment on them... but I shall note a few general and specific things. The 'no more than 13 counters' thing could be solved by it flipping facedown when its got too many. Just a thought. [b]The whole point is that when it gets +12 counters, it loops back to one - like a real clock. [/b] Clock accelerator plus pocket watch=unlimited stacking of clock counters? Pocket watch could use an counter limit. Oh, and you might as well make accelerator draw 2, and give it discard cost of a clock monster if you want. [b]Nope. Due to pocket watch's effect, and since each one is counted individualy, it would just destroy pocket watch. And I'm thinking accelerator might actually be better with the draw 2 and discard. Thanks for suggesting that.[/b] As for the 'individual gains/losses' thing, you could rewrite the counter-adding effects to say 'add x counters one at a time to clock tower'. Actually, why do they need to be one at a time again? [b]They need to be one at a time so that the counter numbers on clock tower don't overstack. Although I could do that differently... there might be cards in the future that need it to be one at a time. And yeah, that add/remove is horrible OCG, but ehh... I don't feel like fixing it. I'm not too good at OCG anyway.[/b] Sprocket and Commissioner are particularly nice due to neatness of effect and name fittingness respectively. [b]Thank you! Although comm is arguably outclassed by clock trader (note "arguably").[/b] Time Capsule is dangerous. Summon it, activate clock tower, activate accelerator, BOOM, at least 3600 damage. You could perhaps put a limit on it as well. [b]I guess it can be kind of dangerous... I'll make it 200 damage per counter instead.[/b] Hm, this post made even less sense than normal, apologies lol [b]No need [/b] [/quote] Thanks for the thorough response! I'll change some cards around soon. Link to comment
bilaterus Posted October 3, 2011 Report Share Posted October 3, 2011 Stupid quotes wouldnt let me unbold your post, so my new stuff is unbolded instead lol. [quote name='Neo D.3.S.' timestamp='1317583662' post='5555542'] [b]The whole point is that when it gets +12 counters, it loops back to one - like a real clock.[/b][b] [/b] Yeah I got that, but I'm a stickler for cards to 'sound right' and the wording on it is a little dodgy. I will keep thinking of a different way to word it because for me it doesn't make the card effects flow...or maybe its just my overpickiness? [b]Nope. Due to pocket watch's effect, and since each one is counted individualy, it would just destroy pocket watch. And I'm thinking accelerator might actually be better with the draw 2 and discard. Thanks for suggesting that.[/b] Herp derp, forgot that pocket watch has got that clause too. [b]They need to be one at a time so that the counter numbers on clock tower don't overstack. Although I could do that differently... there might be cards in the future that need it to be one at a time. And yeah, that add/remove is horrible OCG, but ehh... I don't feel like fixing it. I'm not too good at OCG anyway.[/b] Well its not so much OCG fix as it is syntax/style/ idk what to call it exactly. But the cards would flow better if they read 'add x counters one at a time' rather than putting the individual clause on your clock tower and pocket watch. [b]Thank you! Although comm is arguably outclassed by clock trader (note "arguably").[/b] I would argue that Flip effects are slow and commissioner joins the ranks of gravekeeper's commandant, etc. In fact, he could do with a lot more attack, hehe. [b]I guess it can be kind of dangerous... I'll make it 200 damage per counter instead.[/b] I have a habit of calling OP on lots of stuff lol. I was concerned that if you special summon this, inferno reckless summon, clock tower, and accelerator, you could be looking at 7200 damage...but since this is so hard to pull off anyway, its not an issue. in fact, capsule could be a win condition for the deck, so its fine now. [/quote] Link to comment
Zeal Ascendant Posted October 3, 2011 Author Report Share Posted October 3, 2011 Now I'm using italics! Yayz! [quote name='bilaterus' timestamp='1317624641' post='5556986'][b]The whole point is that when it gets +12 counters, it loops back to one - like a real clock.[/b][b] [/b] Yeah I got that, but I'm a stickler for cards to 'sound right' and the wording on it is a little dodgy. I will keep thinking of a different way to word it because for me it doesn't make the card effects flow...or maybe its just my overpickiness? [i]Once again, I'm not too great at OCG, and these cards were paticularly hard DX [/i] [b]Nope. Due to pocket watch's effect, and since each one is counted individualy, it would just destroy pocket watch. And I'm thinking accelerator might actually be better with the draw 2 and discard. Thanks for suggesting that.[/b] Herp derp, forgot that pocket watch has got that clause too. [b]They need to be one at a time so that the counter numbers on clock tower don't overstack. Although I could do that differently... there might be cards in the future that need it to be one at a time. And yeah, that add/remove is horrible OCG, but ehh... I don't feel like fixing it. I'm not too good at OCG anyway.[/b] Well its not so much OCG fix as it is syntax/style/ idk what to call it exactly. But the cards would flow better if they read 'add x counters one at a time' rather than putting the individual clause on your clock tower and pocket watch. [i]I agree to be honest. Not only am I bad at the OCG but even I don't really like my sintax/style/whatever. [/i] [b]Thank you! Although comm is arguably outclassed by clock trader (note "arguably").[/b] I would argue that Flip effects are slow and commissioner joins the ranks of gravekeeper's commandant, etc. In fact, he could do with a lot more attack, hehe. [i]Considering he's a tuner, I don't think he needs more attack. I agree that he's faster, but clock trader can get tower, other clockwork monsters, another trader, clock enchanter, or even get rid of a dead draw clock tower. I suppose it just depends on the situation. Maybe you could run both, idk.[/i] [b]I guess it can be kind of dangerous... I'll make it 200 damage per counter instead.[/b] I have a habit of calling OP on lots of stuff lol. I was concerned that if you special summon this, inferno reckless summon, clock tower, and accelerator, you could be looking at 7200 damage...but since this is so hard to pull off anyway, its not an issue. in fact, capsule could be a win condition for the deck, so its fine now. [i]Meh, changed it to 200 anyway. I think it's fine, capsule isn't even in my CCD for this - which you should totally check out [/i] [/quote] Link to comment
bilaterus Posted October 3, 2011 Report Share Posted October 3, 2011 I'd check it out but I'm not a brilliant original deck builder, so. Didn't see that commissioner was a tuner so he is fine. Fair point about clock trader. That's all for now. Link to comment
TwinSeed Posted October 30, 2011 Report Share Posted October 30, 2011 All right, Frog Guy, I'mma pick at some stuff here, just not OCG. [quote] Clock Tower Field Spell All LIGHT machine types gain 300 attack and defense. When this card is activated, place 1 counter on it. During each of your standby phases, place 1 counter on this card. If this card has 13 counters on it, remove 12 counters from this card (No card effects can activate due to this.). If this card ever has 0 counters on it, place 1 counter on it. If this face-up card would be destroyed, you can remove counters from this card until it has only 1 counter on it. You cannot activate this effect if this card has under 8 counters on it. When counters are added to or removed from this card, treat it as that number of individual gains/losses. [/quote] -"Counter" can't be used by itself, so make it "Clock Counter" or something instead. -Overall, this card isn't too shabby. [quote]Clockwork Time Capsule ** Machine/Effect/Light When this card is normal summoned, change it to defense position. Whenever a counter is placed on a face-up “Clock Tower” you control, place 1 counter on this card. You can tribute this card to inflict damage to your opponent equal to 200 x the number of counters on this card. 0/1800[/quote] -Do the counters for this one restart after 12 as well? [quote]Clockwork Gunner *** Machine/Effect/Light Once per turn, if there are 3, 6, 9, or 12 counters on a face-up “Clock Tower” you control, you can remove 3 counters from that card to destroy one card on the field. 1600/1200[/quote] -I think that this would be better with a 6 counter minimum. [quote] Clockwork Knight ******** When this card is tribute summoned, select one "Clockwork" monster in your graveyard and special summon it in defense position. Its effect is negated, and it is banished during the end phase. This card inflicts piercing damage. Once per turn, you can add/remove up to 5 counters to/from a face-up "Clock Tower" you control. 2400/1000 [/quote] -Don't you think that 5 is a little much? Maybe make it "You can add or remove up to 5 Clock Counters to or from a face-up "Clock Tower" you control. This effect can only be activated once while this card is face-up." [quote]Clockwork Grinder *** Machine/Effect/Light Once per turn, you can add counters to a face-up "Clock Tower" you control until it has 12 counters on it. Then, you can destroy one face-up monster with a level equal to or less than the number of counters added. Take damage equal to its attack. 1600/1200[/quote] -Same as above, it should be once while this card is face-up OR once per duel. [quote]Clockwork Pendulum * Machine/Tuner/Light This card's level is equal to the number of counters on a face-up "Clock Tower" you control when face up on the field. If this card is in your graveyard, you can remove it from play to have a face-up "Grandfather Clockwork" you control gain 1000 attack. 300/300[/quote] -This should be capped to "...gain 1000 ATK until the End Phase." or second End Phase. [quote]Clockwork Timecrusher ***** 1 “Clockwork” tuner + 1 “Clockwork” non-tuner Machine/Synchro/Effect/Light You can add 6 counters to a face-up “Clock Tower” you control to destroy one face-down card your opponent controls. 2200/1600[/quote] -Should be: "Once per turn, you can remove 4 Clock Towers to a face-up "Clock Tower" you control and destroy 1 face-down card your opponent controls." Notice the removal instead of gain. [quote]Clockwork Overseer ******* 1 “Clockwork” tuner + 1 “Clockwork non-tuner Machine/Synchro/Effect/Light Every time a card effect involving counters on a face-up “Clock Tower” activates, except an effect of “Clock Tower”, this card gains 200 attack. 2400/1000[/quote] -This is overpowered, and I suggest changing it to something like "...except an effect of "Clock Tower", you can add or remove 1 Clock Counter to or from a face-up "Clock Tower" you control." [quote]Clockwork Winder *** 2 level 3 “Clockwork” monsters Machine/Xyz/Effect/Light Once per turn, you can activate one of the following effects: - Detach 1 Xyz material from this card to add or remove up to 6 counters to/from a face-up “Clock Tower” you control. - Add or remove up to 3 counters to/from a face up “Clock Tower” you control. 2000/1200[/quote] -Either change the second effect or remove it; it's too similar to the first, but with a better advantage. [quote] Clockwork Kaiser ********** 5 “Clockwork” monsters Machine/Fusion/Effect/Light Can only be special summoned by banishing the above fusion materials from your hand, field, or graveyard (You do not use “Polymerization”). This is treated as a fusion summon. If there is no face-up “Clock Tower” with 12 counters on it on your side of the field, destroy this card. If this card would be destroyed by its own effect, you can banish a “Clockwork” monster in your graveyard to make the number of counters on a face-up “Clock Tower” you control 12. You can send a face-up “Clock Tower” you control to the graveyard to destroy all cards your opponent controls. 4000/4000[/quote] -I found this VERY overpowered. It'd be too easy to summon, and its self-destruction effect is too easily gotten out of. -If you activated the last effect, wouldn't that destroy this card? Link to comment
Zeal Ascendant Posted October 30, 2011 Author Report Share Posted October 30, 2011 [quote name='TwinSeed' timestamp='1319945538' post='5607135'] All right, Frog Guy, I'mma pick at some stuff here, just not OCG. -"Counter" can't be used by itself, so make it "Clock Counter" or something instead. -Overall, this card isn't too shabby. [b]Really? I thought counter could be used by itself[/b]. [b]Huh.[/b] -Do the counters for this one restart after 12 as well? [b]No... [/b] -I think that this would be better with a 6 counter minimum. [b]What do you mean, a six counter minimum? I'm not sure how that would help him be less powerful or anything. I mean, it's once per turn...[/b] -Don't you think that 5 is a little much? Maybe make it "You can add or remove up to 5 Clock Counters to or from a face-up "Clock Tower" you control. This effect can only be activated once while this card is face-up." [b]Hm... I guess.[/b] -Same as above, it should be once while this card is face-up OR once per duel. [b]Yeah... I suppose.[/b] -This should be capped to "...gain 1000 ATK until the End Phase." or second End Phase. [b]Grandfather Clockwork only has 1600 attack[/b]... -Should be: "Once per turn, you can remove 4 Clock Towers to a face-up "Clock Tower" you control and destroy 1 face-down card your opponent controls." Notice the removal instead of gain. [b]Actually... that does sound a bit better.[/b] -This is overpowered, and I suggest changing it to something like "...except an effect of "Clock Tower", you can add or remove 1 Clock Counter to or from a face-up "Clock Tower" you control." [b]Actually, I'm going to make it so that the attack boost wears off at the end phase.[/b] -Either change the second effect or remove it; it's too similar to the first, but with a better advantage. [b]I guess I kind of wanted it to have something to do after it didn't have its Xyz material... but you're kind of right. I'll remove the second effect.[/b] -I found this VERY overpowered. It'd be too easy to summon, and its self-destruction effect is too easily gotten out of. -If you activated the last effect, wouldn't that destroy this card? [b]I don't really think it's that OPed. You have to get 12 counters on clock tower to get it out, and then it requires constant maintnence, unless you want it burning up all the clockworks in your graveyard. Wait a sec... I just found a loophole in this card You can summon it, then when it would destroy itself, you can just banish a clockwork from your grave. I'm not sure if you were aware of that and I wasn't...[/b] [b]well, whatever. And yes, the last effect destroys it. Otherwise, that would be REALLY Oped.[/b] [/quote] Well anyway, thanks for helping! I'll update the cards... sometime... Link to comment
TwinSeed Posted October 30, 2011 Report Share Posted October 30, 2011 Grandfather Clock is originally 1600, yes, but its attack and defense swap each turn. Link to comment
Zeal Ascendant Posted October 30, 2011 Author Report Share Posted October 30, 2011 I suppose... I guess I'll make it go away at the end phase. Link to comment
metaleaddy Posted October 30, 2011 Report Share Posted October 30, 2011 why u no make reworked clockwork night from animu? Link to comment
Zeal Ascendant Posted October 30, 2011 Author Report Share Posted October 30, 2011 [quote name='metaleaddy' timestamp='1320011258' post='5608299'] why u no make reworked clockwork night from animu? [/quote] ??? I don't have the best knowledge of anime cards... Link to comment
metaleaddy Posted November 2, 2011 Report Share Posted November 2, 2011 http://yugioh.wikia.com/wiki/Clockwork_Night Link to comment
Zeal Ascendant Posted November 2, 2011 Author Report Share Posted November 2, 2011 Meh... maybe sometime. Link to comment
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