Mr. guy Posted November 14, 2011 Report Share Posted November 14, 2011 Well, here is a new archetype I've been working on. The cards have been playtested, and they seem to be doing their job. They focus on your opponent having more monsters on the field than you, which naturally makes them very anti-swarm. Take a look for yourself, I spent a lot of time on these. Images really do make the cards, and I am working on some concept art, but I would like a real artist to consider helping me. Without further ado, here are the cards! Valor Valor Knight: **** Light effect monster Warrior type 1400/1800 If your opponent has more monsters on the field than you, this card gains 400 attack for each. Valor Striker: *** Light effect monster Warrior type 1100/900 You can only activate this effect if your opponent controls more monsters than you control. Once per turn when this card declares an attack, it can gain attack so that it has 100 more than the attacked monster's ATK (if in ATK mode) or DEF (if in DEF mode). Valor Priest: *** Light effect monster Spellcaster type 1500/1400 Activate once per turn if your opponent controls more monsters than you control. Gain 500 life points for each. If there are no monsters on your opponent's side of the field during the end phase, inflict 1000 points of direct damage to your life points. Valor sheilder: ** Light effect monster Spellcaster type 100/2000 You can only activate this effect if your opponent controls more monsters than you control. When your opponent's monster declares an attack, negate the attack. If your opponent controls the same amount or less monsters, this card switches to ATK mode and its battle position cannot be changed. Valor silvertongue: **** Light effect monster Spellcaster type 1300/1200 You can only activate this effect if your opponent controls 4 more monsters than you control. Take control of one of your opponent's monsters. If you control 2 or more monsters more than your opponent controls and your opponent controls a monster, return the monster to your opponent's side of the field. Valor infiltrator: ** Light effect monster Warrior type 1200/1000 If your opponent controls more monsters than you control, this card can attack your opponent directly. Valor Suppressor: ****** Light effect monster Warrior type 2200/1800 Once per turn when your opponent summons a monster so that they would have more than you, you can negate the summon and destroy the monster. If your opponent has less monsters than you, you cannot summon. Valor swordmaster: ******** Light effect monster Warrior type 2800/2400 If your opponent controls more monsters than you control, "Valor" monsters you control cannot be destroyed by card effects except their own. If this monster is selected as an attack target while your opponent controls less monsters than you, destroy it at the end of damage calculation. Valor avenger: **** Light effect monster Warrior type 1900/0 This card cannot be normal summoned or set. This card can only be special summoned if one of your "Valor" monsters was destroyed by battle and sent to the graveyard last turn. Once per turn, destroy one monster on your opponent's side of the field. If your opponent controls the same number or less monsters than you control, destroy this card. Valor resister: *** Light effect monster Warrior type 900/1600 Once per turn, when this card is returned from the field to the hand, you can special summon it. If your opponent controls more monsters than you do, this card gains 1000 attack. Valor Master mage: ******* Light effect monster Spellcaster type 2600/2500 You can only activate this effect if your opponent controls more monsters than you control. Destroy one spell or trap on the field. This effect cannot be negated. If your opponent controls less monsters than you control, you cannot activate trap cards or quick play spell cards. Valor monk: ***** Light effect monster Spellcaster type 2000/2000 When this card is summoned, banish the top cards of your deck equal to the amount of monsters your opponent has more than you. When you have no monsters on the field, special summon all level 4 or lower "valor" monsters among the picked up cards, and put the rest into your hand. Valor Conjurer: %%% Light effect/XYZ monster Spellcaster type 2600/1700 2 level 3 monsters Once per turn you can special summon one soldier token (Warrior/DARK/4 stars/0/1000) to your opponent's side of the field in face up defense position. These tokens cannot be used as synchro materials. Detach one XYZ material monster to change all monsters on the field into face up attack position. Flip effects are not activated at this time. Valor Paladin: %%%% Light effect/XYZ monster Warrior type 2400/2900 2 level 4 Warrior type monsters Once per turn, if this is the only monster on your side of the field you can activate one of these effects. -If your opponent controls more monsters than you, detach 1 xyz material and destroy monsters on their side of the field so that they control the same amount as you. (Your opponent chooses the monsters.) -Detach 1 xyz material to negate the activation of an attack or effect that destroys this face up monster. You can activate this during your opponent's turn if you didn't activate any of "Valor Paladin's" effects last turn. -Gain 300 life points for each "Valor" monster in your graveyard. This card cannot declare an attack if you activate this effect. Call to action Trap card Return one "Valor" monster you control to the deck to special summon a level 6 or lower "Valor" monster from your hand. Call to duty Trap card Return two "valor" monsters you control to the deck to special summon a "Valor" monster from your hand. Heroism Quick play spell card Play only when you have a face up "valor" monster on the field, and your opponent controls two more monsters than you control. Double the ATK and DEF of one "valor" monster on the field, and it can't be destroyed by card effects. Both of these effects end at the end of the turn this card is activated. Cowardice Trap card Special summon as many "Valor" monsters from your graveyard in face up defense position. Their effects are negated, and they can't be used as tributes for a tribute summon, synchro summon, or xyz material monsters. With you in spirit Spell card Banish one "Valor" monster from your graveyard. Select one "valor" monster in your graveyard and equip it to one face up "Valor" monster you control. The equipped monster gains its effects. Valor spirit Trap card Select on "valor" monster on your side of the field. Reveal one "valor" monster from your deck. The selected monster gains the revealed monster's effects until end of turn. Outmanned Spell card Summon two soldier tokens to your opponent's side of the field in face up ATK position (WARRIOR type/DARK/4 stars/1000/0). It cannot be used as a synchro material. Outgunned Trap card Activate only when an opponent's monster with an ATK higher than your face up monster with the highest ATK declares an attack. Switch the attack target to defence mode and it cannot be destroyed by battle or card effects this turn. Outclassed Quick play spell card Play only when one of your opponent's monster's effects activate. Select one "Valor" monster on the field. It gains 1500 attack until end of turn. True valor Trap card Only activate when you have less monsters than your opponent, and 1500 or less life points. Reduce your life points to 100 and sacrifice one "Valor" monster on your side of the field. Destroy all cards on the field and Special summon a "Divine knight" token. (WARRIOR type/LIGHT/12 stars/1900/1500/You take no battle damage from battles involving this card.) Relieved of duty Trap card Banish one "Valor" monster from the field. Target one other "Valor" monster on the field, it gains ATK equal to half the attack of the banished monster. Regroup Quick play spell card Return one "Valor" monster on the field to the hand. If the returned card was "Valor resister" Special summon one "Knight" token to your side of the field. (WARRIOR type/LIGHT/4 stars/2000/1800) A legend emerges Quick play spell card Activate when you control no monsters, and your opponent controls a monster. Special summon one level 4 or lower "Valor" monster from your hand or grave. Spirit of valor Continuous spell card If your opponent controls more monsters than you do, you can activate this effect. When one of your monsters destroys an opponents monster by battle, inflict 1000 points of direct damage to your opponent after damage calculation. Fighting chance Trap card Activate only when you control a face up "valor" monster. Banish one valor monster from your graveyard to draw cards equal to the number of monsters your opponent controls more than you. Ring of honor Field spell When a defense position monster is selected as an attack target, and the attacking player has less monsters than the defending player, the monster is switched to face up attack position. Flip effects are not activated at this time. Link to comment
NeoTwice Posted November 14, 2011 Report Share Posted November 14, 2011 I love these. It's a great game mechanic that hasn't really been explored to this extent before, and your cards have made a very versatile stragety around it. For the most part they all appear to be pretty well balanced too, although the Divine Knight Token seems a bit strong since you get to wipe out the field before you summon it. Maybe put a clause in True Valor that prevents it from being used in the same turn you summoned a monster. There are a few little nagging OCG errors, such as capitalization and quotes placement, but otherwise it's a deck that I'd definately like to play with. Great cards, and welcome to the site. Link to comment
The Jazz Posted November 15, 2011 Report Share Posted November 15, 2011 I really like the cards, it's a shame you don't have pictures because they would look great. I like the effects that they have; they are creative and thoughtful. Unfortunately I can't go into further details with the XYZ cards - I'm not quite familiar with them yet. Anyways, some OCG errors like capitalization here and there on certain words, but other than that I think they're great. Good job! Link to comment
Mr. guy Posted November 15, 2011 Author Report Share Posted November 15, 2011 Thanks everyone. I've actually playtested these cards over dueling network. They have a nice, unique strategy. The %'s mean rank, so a rank 4 XYZ is %%%%. In case you don't know they are summoned by overlaying two (or more) monsters of the same level as their rank. They have effects which detach these overlayed monsters. I am working on some concept art. I finished striker and I'll upload soon.Oh, and about the knigth token, it's supposed to be like that, because it's really a last resort. Maybe if it was summoned during your end phase or something I suppose, but it's really supposed to be a comeback device. Link to comment
NeoTwice Posted November 15, 2011 Report Share Posted November 15, 2011 I just realized after reading you reply about the Xyz monsters, that you didn't specify the number of materials required to summon them. As far as I am aware, you have to use the EXACT amount of Xyz materials (not more just because you feel like it), so you need to say "2 level 4 monsters" at the start of their effect. Link to comment
Mr. guy Posted November 15, 2011 Author Report Share Posted November 15, 2011 Right. both 2. Link to comment
NeoTwice Posted November 15, 2011 Report Share Posted November 15, 2011 Cool. That's what I had assumed, you just needed to specify. Link to comment
Mr. guy Posted November 20, 2011 Author Report Share Posted November 20, 2011 Bump Any more comments? Link to comment
Mr. guy Posted December 4, 2011 Author Report Share Posted December 4, 2011 I made some concept art in my spare time, Don't judge me as an artist because I'm pretty terrible at it, even more so on the computer. These are a few sketches I had down in my notebook IRL. It'll help get a census of how the cards look. [img]http://img683.imageshack.us/img683/8397/302352.jpg[/img][img]http://img443.imageshack.us/img443/9864/302352g.jpg[/img] Link to comment
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