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Naran Series 14/??? (Added Changelog!)


DeathWish5

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This is my first card post, so I want help on the OCG (if it's wrong) for these cards.

[color=#b22222]Naran Warrior[/color]- Level 4
Attribute- Dark
Type(s)- Naran, Warrior, Effect
Ability: This Card may only be Normal Summoned or Set. If this card is Special Summoned, Banish this card. When this card is destroyed, the controller of this card takes 500 Life Points of damage.
ATK: 2000
DEF: 100

[color=#b22222]Naran Magician[/color]- Level 4- Tuner
Attribute- Dark
Type(s)- Naran, Spellcaster, Effect
Ability: This Card can only be Normal Summoned or Set. If this card is Special Summoned, Banish this card. If Naran Warrior is on the field, you may destroy Naran Warrior to summon any Fusion Monster that requires Naran Warrior as a Fusion Material Monster.
ATK: 1000
DEF: 2000

[color=#b22222]Vortex of Dark[/color]- Quick-Play Magic Card
Ability: Tribute one Dark monster on your side of the field to regain any Life Points lost in the last Turn.

[color=#b22222]Naran Mercenary[/color]- Level 1
Attribute- Dark
Types(s)- Naran, Mercenary, Effect
Ability: This Card can only be Special Summoned by Banishing Naran-Type Monsters equal to the Level of the highest monster in your deck. This Card gains 1000 ATK points for each you Banish.
ATK: 1000
DEF: 0

[color=#800080]Naran Mercenary King[/color]- Level 10- Fusion Monster
Attribute- Dark
Type(s)- Naran, Mercenary, Fusion, Effect
Fusion Material Monsters Required- Naran Mercenary, Any Naran card level 6 or above.
Ability- No Spell or Trap cards can be played face-up while this card is on the Field. If this card is Banished by a Monster's Effect, Inflict 1000 Points of Damage to your opponent.
ATK: 3400
DEF: 2000

[color=#b22222]Naran Ambush[/color]- Trap Card
Ability- This card can only be used in the battle phase when a Naran Monster has been destroyed. The Controller of the Card can summon 1 Level 5 or lower Naran Monster from the deck. This counts as a Normal Summon. You may not use this card if you have already Normal Summoned this turn.

[color=#b22222]Naran Fortress[/color]- Field Spell
Ability- Every Defensive Mode Naran-type monster gains 1000 DEF. If there are Attack Mode mosters on the field, Banish them or the Controller of those Cards loses 100 Life Points per turn.

[color=#b22222]Naran Advanced Technology[/color]- Equip Card
Ability- The Monster this card is Equipped to becomes an Xyz monster. All monsters on the Controller of this Card's side of the field are its Overlay Unit(s) and attach themselves onto the card this is Equipped to. It also gains the Effect "Banish 1 Overlay Unit attacted to this card to destroy 1 Monster on the field."

[color=#800080]Naran Dragon Legion[/color]- [size=4]Level 8 [/size]Synchro
Attribute- Dark
Type(s)- Naran, Dragon, Legion, Effect
Ability- When this card is Banished, Destroy 1 Spell Card you Control and Banish a Spell Card your opponent Controls. If you do not, take 1000 Life Points of Damage.
ATK: 4000
DEF: 340

[color=#b22222]Naran Sorcerer[/color]- Level 6
Attribute- Dark
Type(s)- Naran, Spellcaster, Effect
Ability- Every turn this monster is in Face-Up Defense Mode, you can Banish 1 Monster from your hand to add to your hand 1 Spell Card from the Graveyard.
ATK: 0
DEF: 500

[color=#b22222]Naran Tactician[/color]- Level 6
Attribute- Dark
Type(s)- Naran, Magician, Effect
Ability- Every turn this monster is in Face-Up Attack Mode, you can Banish 1 Monster from your hand to add to your hand 1 Trap Card from the Graveyard.
ATK: 2000
DEF: 500

[color=#b22222]Naran Overload[/color]- Continuous Trap Card
Ability: Pay 1000 Life Points to Activate this card, otherwise Banish it. Any cards in the your (or your opponents) Graveyard are removed from play at the end of your turn.

[color=#b22222]Naran Conquest[/color]- Ritual Spell Card
Ability: Banish 2 Level 6 Monsters on your side of the field, and then Banish 1 Monster on your opponents field. Then summon [color=#800080]Naran Death Machine [/color]or [color=#800080]Naran Destiny Dragon Chaos X[/color] from your Extra Deck. If you cannot do this, and you activate this card, take 1000 Life Points of Damage.

[color=#800080]Naran Death Machine[/color]- Level 12 Ritual Monster Card
Attribute- Dark
Type(s)- Naran,Death Machine, Effect
Ability- Pay 1000 Life Points. Banish this card and destroy all cards on the field.
ATK: 5000
DEF: 3000

[color=#800080]Naran Destiny Dragon Chaos X[/color]- Level 12 Ritual Monster Card
Attribute- Dark
Type(s)- Naran, Dragon, Effect
Ability: This card can only be Ritual Summoned by using the card Naran Conquest. Destroy all monsters on the field on the turn after this card is summoned (including this card.)
ATK: 12000
DEF: 0

[spoiler='Changelog:']Changelog:
Apr. 18 2012- Changelog added
Apr. 18 2012- Added Naran Conquest, Naran Death Machine
Apr. 18 2012- Modified Naran Sorcerer, Naran Tactician
May. 2 2012- Added Naran Destiny Dragon Chaos X[/spoiler]
[color=#ff0000][size=2]Note: This set will have more than 60 cards in it. This is meant to happen, so players have more choice for their deck![/size][/color]

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It's hard to see whether I like the set or not, but that's probably because there's only one card in it so far, but it seems slightly underpowered, due to taking the pain when its destroyed AND it being unable to be Special Summoned. Unless the rest of the archetype have something to do with taking damage or removing from play, it should be less limited.

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I can see where this whole set is going. Anyway, the fusion monster is good, and I like the following cards. However, isn't the epuip spell a bit powerful, taking EVERY monster on the field as an overlay unit? That's a potential 9 cards to use to destroy 9 cards. It's a lot more sensible to change it to just the monsters on your side of the field.

I notice that your types include Naran and Mercenary. Were these intended to be new types in addition to Fairy, Dragon, Aqua, Machine, and all those others that's actually printed on the card?

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I realise that the type you call Magician is basically Spellcaster in the real world.

Sorcerer and Tactician need to trade ATK and DEF, and maybe go up a level. It's a lot more fair to add a card from the Grave to your Hand when the monster only has 0 ATK or DEF. Plus, if you're gonna keep the 3000 ATK/DEF, they should be Level 8. Last thing, the OCG is 'add to your hand' as opposed to 'take' for both cards.

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