Agro Posted October 5, 2011 Report Share Posted October 5, 2011 Teke-Teke DARK / Level 4 [ Fiend / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. Once per turn you may banish this card: Draw 1 card. When this card returns to the hand by it's own effect: destroy 1 Spell/Trap on the field. ATK / 1800 DEF / 1500 Winged Tanuki WIND / Level 3 [ Beast / Spirit ] This card cannot be Special Summoned except by the effect of "Winged Tanuki". This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When this card returns from the field to the hand by its own effect, you can Special Summon any number of "Winged Tanuki" from your Deck. ATK / 1200 DEF / 2000 Tsuchi-noko FIRE / Level 3 [ Reptile / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. Once per turn, you can banish 1 card on the field until your Opponents next Standby Phase and increase this card's ATK by 500. ATK / 1700 DEF / 900 Letchku LIGHT / Level 1 [ Winged Beast / Tuner ] You can Special Summon this card (from your hand) while you control a Spirit monster. When a Spirit monster would be returned from the field to your hand, you can discard this card: banish that monster until your next Standby Phase. ATK / 100 DEF / 100 Byakko LIGHT / Level 2 [ Beast / Spirit ] This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When you Normal Summon a Spirit monster, you can Special Summon this card (from your hand). If Special Summoned this way: Once per turn: you can Normal Summon 1 Spirit monster in addition to your regular Normal Summon or Set thus turn. ATK / 800 DEF / 1400 [b]NEW![/b] Reborn Daitengu WIND / Level 4 [ Beast-Warrior / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up, unless you control "Spirit World". When this card returns from the field to the hand from its own effect: you can discard this card from the hand to the Graveyard: add 1 "Spirit World" from your deck to your hand; draw 1 card. ATK / 2100 DEF / 200 [color=#ff0000][b]NEW![/b][/color] Hya-Kudo-Ri WIND / Level 7 [Winged Beast / Spirit] This card cannot be Special Summoned. You must tribute 3 monsters to Tribute Summon this card. When this card is Normal Summoned or Tribute Summoned, discard every card in either player's hand to the Graveyard and banish this card. At the End Phase of the turn that this card was Normal Summoned or Flipped Face-up, return every monster you control to your hand. ATK / 3000 DEF / 2500 [b][color=#ff0000]NEW![/color][/b] Goto-Ku-Neko FIRE / Level 3 [ Beast / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. During the turn you Normal Summon or Flip Summon this card: you can Normal Summon a Spirit monster in addition to your Normal Summon or Set. This monster can be counted as the full tribute for the Tribute Summon of any Spirit monster. ATK / 500 DEF / 300 [color=#ff0000][b]NEW![/b][/color] Feng-Huang FIRE / Level 6 [ Winged Beast / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When this card is Tribute Summoned or Flipped Face-up, destroy every Face-up Spell/Trap card on the field. ATK / 2200 DEF / 1800 [color=#ff0000][b]NEW![/b][/color] Akenbay EARTH / Level 6 [ Zombie / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When this card is Tribute Summoned or Flipped Face-up, destroy every set Monster on the field. ATK / 2100 DEF / 1800 Ari-Kura-Baba DARK / Level 5 [ Fiend / Synchro / Spirit ] 1 Tuner monster + 1 Spirit monster This card returns to the Extra Deck during the End Phase of the turn it is Synchro Summoned. Once per turn, you can select 1 Spirit Monster in your Graveyard or hand and Special Summon it (regardless of its effect). That monster gains 500 ATK until the End Phase. ATK / 2800 DEF / 500 [b]NEW![/b] Spirit World Spell / Field As long as this card remains face-up on the field, all Spirit monsters remain face-up on the field and do not return to their owners' hand during the End Phase even if they are Normal Summoned or flipped face-up. At the End Phase of each turn, return all face-up non-Spirit monsters to the hand. This card gains 2 Spirit Counters every time a monster(s) is returned from the field to the hand. You can remove 4 Spirit Counters from this card to select 1 Spirit Monster in your hand and Special Summon it (regardless of its effects). [b]NEW![/b] Oni Settlement Spell Spell Special Summon 1 Level 4 or lower Spirit monster from your Graveyard (regardless of its effects). During the turn this card is activated, Spirit Monsters do not return to the hand by their own effect. The Best Defense Trap / Continuous Once per turn, during your Opponents Battle Phase, you can Normal Summon 1 Spirit Monster. (it's effect is negated until your next Standby Phase.) Spirit Monsters cannot be destroyed the turn they are Normal Summoned. Link to comment
Agro Posted October 5, 2011 Author Report Share Posted October 5, 2011 COME AT ME BUMP Link to comment
LiquidDJ11 Posted October 5, 2011 Report Share Posted October 5, 2011 Teke@ what if there are no spell and traps on the field? (also, might be OP'd for draw effect) Tanuki@ might be OP'd for 2nd effect, make it from you hand or Graveyard, or something like that Letchku@ best card so far Byakko@ interesting support, balanced i think, good card Best Defense@ good support. Link to comment
Agro Posted October 5, 2011 Author Report Share Posted October 5, 2011 [quote name='LiquidDJ11' timestamp='1317851999' post='5562895'] Teke@ what if there are no spell and traps on the field? (also, might be OP'd for draw effect) Tanuki@ might be OP'd for 2nd effect, make it from you hand or Graveyard, or something like that Letchku@ best card so far Byakko@ interesting support, balanced i think, good card Best Defense@ good support. [/quote] I'm surprised you didn't yell at me for Ari-Kura-Baba, lol, I'll look over the first 2 cards again Link to comment
LiquidDJ11 Posted October 5, 2011 Report Share Posted October 5, 2011 I would have, but it is a 1 turn summon so if your opponent negates or blocks its over (unless reborn or some new support) so i dont think its OP'd right now. might have to limit it later though Link to comment
Agro Posted October 5, 2011 Author Report Share Posted October 5, 2011 [quote name='LiquidDJ11' timestamp='1317853262' post='5562947'] I would have, but it is a 1 turn summon so if your opponent negates or blocks its over (unless reborn or some new support) so i dont think its OP'd right now. might have to limit it later though [/quote] Alright then, allow me to have my Yamada with no restrictions. Link to comment
CNo.101 S.H. Death Knight Posted October 5, 2011 Report Share Posted October 5, 2011 [quote name='AggroDrago' timestamp='1317803519' post='5561954'] Teke-Teke DARK / Level 4 [ Fiend / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. Once per turn you may banish this card: Draw 1 card. When this card returns to the hand by it's own effect: destroy 1 Spell/Trap on the field. ATK / 1800 DEF / 1500 [b]The draw is actually balance but for second effect not too sure unless it's a 1 for 1 somehow.[/b] Winged Tanuki WIND / Level 3 [ Beast / Spirit ] This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When a Spirit monster returns from the field to the hand, you can Special Summon this card (from your hand) and any number of "Winged Tanuki" from your Deck. ATK / 1200 DEF / 2000 [b]though it can be special summoned but Spirit are more in grasp of being not being SS'able but NS'able or not being NS'able but able to SS with a ost of course. but the second effect is Oped in fact there cause it's costless.[/b] Tsuchi-noko FIRE / Level 3 [ Reptile / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. Once per turn, you can banish 1 card on the field until your Opponents next Standby Phase and increase this card's ATK by 800. ATK / 1700 DEF / 900 [b]It's Oped, in stats but the banish effect is rather fine but lvl 3 with 2500 ATk beatstick? no, just no.[/b] Letchku LIGHT / Level 1 [ Winged Beast / Tuner ] You can Special Summon this card (from your hand) while you control a Spirit monster. When a Spirit monster would be returned from the field to your hand, you can discard this card: banish that monster until your next Standby Phase. ATK / 100 DEF / 100 [b]it's decent, not that i'd use it much[/b]. Byakko LIGHT / Level 2 [ Beast / Spirit ] This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When you Normal Summon a Spirit monster, you can Special Summon this card (from your hand). If Special Summoned this way: Once per turn: you can Normal Summon 1 Spirit monster in addition to your regular Normal Summon or Set thus turn. ATK / 800 DEF / 1400 [b]Very iffy about it then again it's not in concept of Spirit tbh, you should make it Semi-nomi.[/b] Ari-Kura-Baba DARK / Level 5 [ Fiend / Synchro / Spirit ] This card returns to the hand during the End Phase of the turn it is Synchro Summoned. Once per turn, you can select 1 Spirit Monster in your Graveyard or hand and Special Summon it (regardless of its effect). That monster gains 500 ATK until the End Phase. ATK / 3000 DEF / 1300 [b]it need a requirement, you need to add it. It's ATk too high and also it should be like lvl 6-7. for it's Ssing effect. if you make the ATk high, it would need a cost like banishing something from graveyard or discarding etc.[/b] The Best Defense Trap / Continuous Once per turn, during your Opponents Battle Phase, you can Normal Summon 1 Spirit Monster. (it's effect is negated until your next Standby Phase.) Spirit Monsters cannot be destroyed the turn they are Normal Summoned. [b]hmm almost like Ultimate offering but is limited to spirit and once per turn. i made one for negating each attack for each spirit monster returns to your hand on your last turn's End Phase >D. [/quote][/b] Link to comment
Agro Posted October 5, 2011 Author Report Share Posted October 5, 2011 Edited Tanuki, Tsuchi-noko and Ari-Kura-Baba. (BTW, Level 3 with 2500 ATK? Try Tour Guide into Leviathan.) Remember that these ARE all spirit monsters, so high ATK does not do as much, especially for Ari-Kura-Baba (who doesn't return to the hand and therefore can't be stopped by a few Spirit support) More will be on the way. Link to comment
CNo.101 S.H. Death Knight Posted October 5, 2011 Report Share Posted October 5, 2011 [quote name='AggroDrago' timestamp='1317855296' post='5562990'] Edited Tanuki, Tsuchi-noko and Ari-Kura-Baba. (BTW, Level 3 with 2500 ATK? Try Tour Guide into Leviathan.) Remember that these ARE all spirit monsters, so high ATK does not do as much, especially for Ari-Kura-Baba (who doesn't return to the hand and therefore can't be stopped by a few Spirit support) More will be on the way. [/quote] actually Ari-Kura-Baba's effect worded wronged. it's suppose to be to Extra Deck. as for Tsuchi-Noko, Tour guide into levianthan is a different case and they in total of 3 cards in use and this is 1 card thus reusable by ITSELF without a need of another card andheck it banish a card temporarily for free and remove whatever in your way for a bit. So another word this would be more abusable. Link to comment
Agro Posted October 5, 2011 Author Report Share Posted October 5, 2011 [quote name='.:Corbenik:.' timestamp='1317855837' post='5563005'] actually Ari-Kura-Baba's effect worded wronged. it's suppose to be to Extra Deck. as for Tsuchi-Noko, Tour guide into levianthan is a different case and they in total of 3 cards in use and this is 1 card thus reusable. [/quote] But it's still a +0 Link to comment
CNo.101 S.H. Death Knight Posted October 5, 2011 Report Share Posted October 5, 2011 on field is 0? But 2200 would be fine or so . Link to comment
Agro Posted October 6, 2011 Author Report Share Posted October 6, 2011 [quote name='.:Corbenik:.' timestamp='1317857068' post='5563044'] on field is 0? But 2200 would be fine or so . [/quote] No, i meant that the card adv. would still be a +0. Link to comment
CNo.101 S.H. Death Knight Posted October 6, 2011 Report Share Posted October 6, 2011 [quote name='AggroDrago' timestamp='1317863008' post='5563282'] No, i meant that the card adv. would still be a +0. [/quote] and it's quite advantageous Link to comment
bilaterus Posted October 6, 2011 Report Share Posted October 6, 2011 [quote name='AggroDrago' timestamp='1317803519' post='5561954'] Teke-Teke DARK / Level 4 [ Fiend / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. Once per turn you may banish this card: Draw 1 card. When this card returns to the hand by it's own effect: destroy 1 Spell/Trap on the field. ATK / 1800 DEF / 1500 [b]Once per turn bit is redundant. The two effects clash too, which is fine except they aren't powerful enough. Draw 2 would break spirits better.[/b] Winged Tanuki WIND / Level 3 [ Beast / Spirit ] This card cannot be Special Summoned except by the effect of "Winged Tanuki". This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When this card returns from the field to the hand by its own effect, you can Special Summon any number of "Winged Tanuki" from your Deck. ATK / 1200 DEF / 2000 [b]Nice. Hooray for splashable stuff.[/b] Tsuchi-noko FIRE / Level 3 [ Reptile / Spirit ] This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. Once per turn, you can banish 1 card on the field until your Opponents next Standby Phase and increase this card's ATK by 500. ATK / 1700 DEF / 900 [b]OCG corrections but other than that, very nice.[/b] Letchku LIGHT / Level 1 [ Winged Beast / Tuner ] You can Special Summon this card (from your hand) while you control a Spirit monster. When a Spirit monster would be returned from the field to your hand, you can discard this card: banish that monster until your next Standby Phase. ATK / 100 DEF / 100 [b]Again, nice.[/b] Byakko LIGHT / Level 2 [ Beast / Spirit ] This card returns to the hand during the End Phase of the turn it is Normal Summoned or Flipped face-up. When you Normal Summon a Spirit monster, you can Special Summon this card (from your hand). If Special Summoned this way: Once per turn: you can Normal Summon 1 Spirit monster in addition to your regular Normal Summon or Set thus turn. ATK / 800 DEF / 1400 [b]PRO CARD. Normal a spirit, special this, go to HIno or Yamata. Last sentence could be reworked.[/b] Ari-Kura-Baba DARK / Level 5 [ Fiend / Synchro / Spirit ] 1 Tuner monster + 1 Spirit monster This card returns to the Extra Deck during the End Phase of the turn it is Synchro Summoned. Once per turn, you can select 1 Spirit Monster in your Graveyard or hand and Special Summon it (regardless of its effect). That monster gains 500 ATK until the End Phase. ATK / 2800 DEF / 500 [b]Hm, I don't know whether you could get away with bypassing the no special summon restriction. You could make it add the monster to hand instead, and then allow more than one normal summon per turn or something.[/b] The Best Defense Trap / Continuous Once per turn, during your Opponents Battle Phase, you can Normal Summon 1 Spirit Monster. (it's effect is negated until your next Standby Phase.) Spirit Monsters cannot be destroyed the turn they are Normal Summoned. [b]Again, nice. brackets aren't necessary methinks. Also, Opponent's>Opponents.[/b] [/quote] Overall, nice cards, BUT imo, they don't break spirits Link to comment
Agro Posted October 6, 2011 Author Report Share Posted October 6, 2011 [quote name='bilaterus' timestamp='1317899817' post='5563804'] Overall, nice cards, BUT imo, they don't break spirits [/quote] Ari-Kura-Baba DARK / Level 5 [ Fiend / Synchro / Spirit ] 1 Tuner monster + 1 Spirit monster This card returns to the Extra Deck during the End Phase of the turn it is Synchro Summoned. Once per turn, you can select 1 Spirit Monster in your Graveyard or hand and Special Summon it (regardless of its effect). That monster gains 500 ATK until the End Phase. ATK / 2800 DEF / 500 Letchku LIGHT / Level 1 [ Winged Beast / Tuner ] You can Special Summon this card (from your hand) while you control a Spirit monster. When a Spirit monster would be returned from the field to your hand, you can discard this card: banish that monster until your next Standby Phase. ATK / 100 DEF / 100 I still disagree. I'm making more anyway, so don't just think this is over. Link to comment
bilaterus Posted October 6, 2011 Report Share Posted October 6, 2011 I know it isn't over, and those two cards make spirits playable, not OP Link to comment
Agro Posted October 6, 2011 Author Report Share Posted October 6, 2011 Added Spirit World and Reborn Daitengu Link to comment
Reginanos Posted October 6, 2011 Report Share Posted October 6, 2011 You need to word Spirit World better. When you activate it, all it pretty much does is negate ALL of the effects of Spirit monsters that would return to the hand (A.K.A., all of them except for Ari-Kura-Baba) It should be this instead. While this card is on the field, Spirit monsters you control are not sent back to the hand during the End Phase. Everything else looks pretty good to me. Link to comment
Agro Posted October 6, 2011 Author Report Share Posted October 6, 2011 [quote name='Reginanos' timestamp='1317938999' post='5564724'] You need to word Spirit World better. When you activate it, all it pretty much does is negate ALL of the effects of Spirit monsters that would return to the hand (A.K.A., all of them except for Ari-Kura-Baba) It should be this instead. While this card is on the field, Spirit monsters you control are not sent back to the hand during the End Phase. Everything else looks pretty good to me. [/quote] Fixed. The correct OCG is a bit different than what you suggested, but it's good now either way. MORE TO COME SOON! Link to comment
Agro Posted October 7, 2011 Author Report Share Posted October 7, 2011 Another one. Oni Settlement Spell Link to comment
CNo.101 S.H. Death Knight Posted October 7, 2011 Report Share Posted October 7, 2011 the correct term for Ari-Kura-Baba and Oni Settlement Spell "to select 1 Spirit monster in your Graveyards or hand, ignore the summoning conditions and Special Summon it." and so on then Link to comment
Agro Posted October 7, 2011 Author Report Share Posted October 7, 2011 [quote name='.:Corbenik:.' timestamp='1317980185' post='5565583'] the correct term for Ari-Kura-Baba and Oni Settlement Spell "to select 1 Spirit monster in your Graveyards or hand, ignore the summoning conditions and Special Summon it." and so on then [/quote] U sure bout that? Link to comment
CNo.101 S.H. Death Knight Posted October 7, 2011 Report Share Posted October 7, 2011 [quote name='AggroDrago' timestamp='1317995512' post='5565787'] U sure bout that?[/quote] 8 cards have the term "ignoring the summoning conditions" such as level up, level modulation, ultimate acient gear golem etc. Although those have a bit of older wordings though. Link to comment
Agro Posted October 9, 2011 Author Report Share Posted October 9, 2011 DOS MÁS AHORA BUMPITY Link to comment
Agro Posted October 9, 2011 Author Report Share Posted October 9, 2011 I have 4 new cards up. BUMP ABOVE THE DRAGONHATER Link to comment
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