LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Report Share Posted November 14, 2011 Voracious Imp Level: 2 Dark. Fiend/Tuner When this card is sent from the field to the graveyard the opponent discards 1 card (If they cannot they send 2 card from the top of their deck to the graveyard). If this card is in the graveyard during your opponents End Phase and the opponent has no cards in their hand, return it to your hand. ATK: 800 Def: 600 Voracious Dragon Level: 7 Dark. Dragon/synchro 1 tuner + 1 or more non-tuner "Voracious" monster During your Standby Phase, you can tribute 1 "Voracious" monster you control and pay 1000 Life Points to increase the ATK of this card by 1000 until the end of your opponent's next turn. If you do not, destroy this card. When this card is sent from the field to the Graveyard, destroy 1 monster on the field. If there are none, both players must send the top 5 cards from their deck to the Graveyard. If this card is in the Graveyard during your opponent's End Phase and your opponent controls no monsters, you can Special Summon it. If you do, it's effects are negated. ATK: 2500 DEF: 2100 Voracious Giant Level 5 Dark: Fiend/Effect During your End Phase, destroy this card if it did not declare an attack this turn and then discard 3 cards. If you cannot, send 3 cards from the top of your Deck to your Graveyard. When this card is sent from the field to the Graveyard, destroy 1 face-up Spell/Trap your opponent controls. If there are none, send 3 cards from the top of your opponent's Deck to the Graveyard. If this card is in the Graveyard during your opponent's End Phase and you did not take any battle damage this turn, you can Special Summon it in Defense Position. If you do, its effect is negated and it cannot change battle position. ATK: 2200 DEF: 600 Voracious Dog Level 3 Dark: Beast/Effect When this card is successfully Normal Summoned, you may search your deck for a "Voracious" Monster and add it to your hand. If this card is in the Graveyard during your Standby Phase and you control no Monsters, you may Special Summon it. ATK: 1400 DEF: 1200 Voracious Blast Trap You can activate this card whenever a "Voracious" Monster is the target of an attack. [b]Tribute the targeted monster and destroy the attacking monster[/b]; it's owner must discard 1 card. If they cannot they must send 2 cards from the top of their deck to the Graveyard. (Something about the wording seems clunky, specifically the bolded section). Voracious Appetite Continuous Spell Banish 1 "Voracious" Monster from the Graveyard; you gain 1000 Life Points. While this card remains face-up on the field you are not affected by the effects of "Voracious" monsters on the field. At the End Phase of your turn, pay 1500 Life, or destroy this card. Voracious Mage Level 7 Dark: Spellcaster/Effect Once per duel, you may discard 1 Spell from your hand; destroy up to 2 Spells or Traps on the field. Each player takes damage equal to the number of cards destroyed this way x 500. If you activate this effect, this card gains 800 ATK, and is destroyed at the End Phase. If this card is in the Graveyard during your opponents End Phase, and they did not activate a Spell Card, return it to your hand. If this card is in the Graveyard during your Standby Phase, Banish it; you take 1000 damage. ATK: 2000 DEF:1800 Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 I like this, it's quite a nifty little effect. Running 3 of them could quickly shut down your opponent's plays. Link to comment
Bringerofcake Posted November 14, 2011 Report Share Posted November 14, 2011 Hello, Voracious Imp, my name is Dark World. Let's be friends. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 You would quickly be siding the Imps out of your deck, methinks. Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 I feel the need to say this. Don't make me have to move to RC people. Sounds whiny but I don't post cards to not get input. I know it hasn't been THAT long since the last post but I'd hoped for a little bit more. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 If you build a few more monsters around this theme, you could easily turn it into a pretty handy mill archetype. The effect of taking cards from the hand first and then the deck second is fairly unique, as far as I know, so it might just stand out if you did. Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 I was thinking about adding more "voracious" cards, not necessarily a mill archtype but more cards. I'd like more input on this card before adding a card idea I had. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 Understandable, although I think that attention in this section is pretty hard to come by... prove me wrong people. Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 Well, I wasn't going to, but here's another card. I think it's too powerful so suggestions are needed. Please help me make WC bigger and better, because to be honest I don't understand why RC are so much more popular. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 I'd have replied sooner, but my iPhone was disagreeing with me, so I waited until I got home... I like it, but perhaps try something more like this to make it a little less overpowered, and also tidy up some of the grammar: During your Standby Phase, you can tribute 1 "Vovacious" monster you control and pay 1000 Life Points to increase the ATK of this card by 1000 until the end of your opponent's next turn. If you do not, destroy this card. When this card is sent from the field to the Graveyard, destroy 1 monster on the field. If there are none, both players must send the top 5 cards from their deck to the Graveyard. If this card is in the Graveyard during you opponent's End Phase and you opponent controls no monsters, you can Special Summon it. If you do, it's effects are negated Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 Thank you very much, I appreciate the help. And I don't mind it took awhile, I can't complain to the only person keeping this alive. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 First of all, to change the title, hit "edit", then hit "use full editor". You can change the title from there. I'm going to start with the Dog, because it's effect is much shorter and easier to read. I think It's a great addition to the archetype, and it's quite a nifty little searcher. Perfect balance too, in my opinion. The Giant's effect is hard to read, and I think that you may have overcomplicated it a little bit. Leave it with me for a little while and I'll try to nut it out. It's a good effect, but very wordy. EDIT: Try this: During your End Phase, destroy this card if it did not declare an attack this turn and then discard 3 cards. If you cannot, send 3 cards from the top of your Deck to your Graveyard. When this card is sent from the field to the Graveyard, destroy 1 face-up Spell/Trap your opponent controls. If there are none, send 3 cards from the top of your opponent's Deck to the Graveyard. If this card is in the Graveyard during your opponent's End Phase and you did not take any battle damage this turn, you can Special Summon it in Defense Position. If you do, its effect is negated and it cannot change battle position. May not be perfect, but I think it's easier to read. Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 Alright, changed it, and I give my thanks to you, I appreciate all your help that you have given me on these, I just wish I could be as helpful for your Duskblades, I'm a NOOB in so many ways, so I can't do much. *hint hint nudge nudge for anyone reading this* Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 It's my pleasure. Just while I'm here, I wondered if maybe your Imp's revival effect would be better if it activated in your opponent's End Phase now, so that they all occur at the same stage. Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 Nice catch, I wouldn't have noticed that. Was going to switch it to Special summon instead of going to your hand but I think I'll have some Special Summon, and some returning to hand, but I'm still on the fence about it. Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 Alright, I added a spell and trap, which are not as easy to make for me as monsters. Hope I didn't screw it up. Link to comment
thekazu4u Posted November 14, 2011 Report Share Posted November 14, 2011 Voracious Imp - this card somehow seems capable of a Yata Lock. Each turn, it comes back and kills an opponents card in hand. The trick would be to kill itself in opponents standby phase or something of the sort. Not sure how, but I am pretty sure it is possible some way or another. Combine this fact that it is an easily splashable Dark Tuner, it is pretty broken. For some reason it seems like something that would be run in T.G. Agents. I would comment on more, but I spent way too much time looking for a way to abuse Voracious Imp that I gtg. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 Ectoplasmer would probably do the trick. Keep dropping Imps for 400 points of damage and remove a card from your opponent, and have a single dog on the field that comes back whenever it's destroyed (because your field will always be clear of Imps thanks to Ectoplasmer). Link to comment
LordCowCowCowCowCowCowCowCow Posted November 14, 2011 Author Report Share Posted November 14, 2011 Got another Monster up, and still need input on the Spell and Trap. Thanks for the support. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 Wow... Mage's effect seems overpowered. I know you lose the monster, but you're essentially putting another Heavy Storm in the deck, plus inflicting burn damage. I'm not sure how it needs to be balanced, but I think it needs something. Blast I thnk is pretty cool. The wording does seem off, but again, not sure how it needs to be. Great card though. Apetite I think is pretty 'meh'. One off cards that increase your life points aren't great, and you might as well just run a Dian Keto the Cure Master instead of this, and save having to banish one of your monsters. Quick-play helps it a bit, but not enough to make it worth running. If you want something to supply you with Life Points, I suggest something either continuous or a field spell. On that note though, I'd like to suggest a continuous card that prevents you from having to discard or mill cards due to Voracious effects, so you put all the hurt on the opponent. Link to comment
LordCowCowCowCowCowCowCowCow Posted November 15, 2011 Author Report Share Posted November 15, 2011 OK, changed appetite to a continuous and added some effects. Was going to make it a field spell, but I couldn't think of an appropriate name. Also weakened the mage and gave it stats, which I realized I had forgotten. Link to comment
NeoTwice Posted November 15, 2011 Report Share Posted November 15, 2011 Mage is definately more balanced now. I'm still not sure about Apetite though, it still just seems wrong somehow. Link to comment
thekazu4u Posted November 15, 2011 Report Share Posted November 15, 2011 Ok, as of now this entire set is completely OP'd, mainly because of the tuner. 2 Card lame-duck combos are bad. OPd sets are OPd. Example of OPd. Mage w/ secret village of the spellcasters == sinister serpent. At least I guess you did not make it a 8 star for trade-in -.- Link to comment
LordCowCowCowCowCowCowCowCow Posted November 16, 2011 Author Report Share Posted November 16, 2011 Would like suggestions to make it less OP, it would of been easier if I had more input as I was putting new cards out. But as it was I had only a little advice each time I posted a new card, so that's probably why the set is OP. Can't expect me to be able to make perfect cards if hardly anyone helps me. Any new cards postponed until I can get the rest fixed, unless no one helps, but then don't complain about OP'dness at least not without a way to help. I don't mean to insult the above poster, but it's frustrating not getting help. Especially since I've only been on here for about 2 weeks. Link to comment
NeoTwice Posted November 16, 2011 Report Share Posted November 16, 2011 I know how you feel. I've tried my best to help you out, but I feel that my own cards have become overpowered as a set too, so I'm obviously not the best jusdge of that. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.