Agro Posted June 6, 2012 Report Share Posted June 6, 2012 [b][color=#008000]Seal of Orichalcos Spell / Field[/color] This card cannot be destroyed by Spell Cards. All Normal Monsters gain 500 ATK. "Orichalcos" monsters may be Normal Summoned by being placed into an open Spell & Trap Card Zone. Once per turn: You can Normal Summon 1 Normal Monster or "Orichalcos" Monster in addition to your Normal Summon or set. Up to twice per turn, during your main phase: You can move 1 "Orichalcos" Monster in your Spell & Trap Card Zone to an empty Monster Card Zone, or move 1 "Orichalcos" monster in a Monster Card Zone to an empty Spell & Trap Card Zone. Monsters in a Spell or Trap Card Zone cannot attack and cannot be targeted for an attack if you control a Monster in a Monster Card Zone. You can conduct Synchro, Fusion, Tribute, and Xyz summons using monsters in your Spell or Trap Card Zone, but the monsters summoned through these summonings must be Summoned into an empty Monster Card Zone. If a player loses the duel while controlling this card, that player loses the match. [color=#ff8c00]Orichalcos Kyutora LIGHT / Level 3 [ Rock / Effect ][/color] You can pay 500 Life Points to Special Summon this card from the hand. This effect of "Orichalcos Kyutora" can only be activated once per duel. Your Opponent cannot target any Normal Monsters or other "Orichalcos" monsters for an Attack while this card is face-up on the field. While this card is face-up on the field, reduce any Battle Damage you take to 0. When this card is destroyed: Special Summon 1 "Orichalcos Shurunos", "Orichalcos Dexia", or "Orichalcos Aristeros" from your hand or Deck. [color=#ff8c00]ATK / 500 DEF / 500[/color] [color=#ff8c00]Orichalcos Dexia DARK / Level 3 [ Machine / [/color][color=#0000ff]Union[/color][color=#ff8c00] ][/color] [color=#0000ff]You can Special Summon this card (from your hand) if you control a face-up Normal monster OR an "Orichalcos" monster. Once per turn, you can either: Target 1 face-up "Orichalcos" or Normal monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position.[/color] While equipped, once per turn, when the equipped monster battles an Opponent's monster, during the Damage Step: Increase the ATK of the equipped monster equal to the difference between its ATK and the Opposing monster's ATK. If this card is destroyed: Target 1 card on the field and destroy it.[color=#0000ff] (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)[/color] [color=#ff8c00]ATK / 0 DEF / 0[/color] [color=#ff8c00]Orichalcos Aristeros DARK / Level 3 [ Machine / [/color][color=#0000ff]Union[/color][color=#ff8c00] ][/color] [color=#0000ff]You can Special Summon this card (from your hand) if you control a face-up Normal monster OR an "Orichalcos" monster. Once per turn, you can either: Target 1 face-up "Orichalcos" or Normal monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. [/color]Once per turn, during your Opponent's turn: You can target 1 monster your Opponent controls; this turn, that Monster must attack the equipped monster. While equipped, once per turn, when the equipped monster is attacked by an Opponent's monster: During the Damage Step: Increase the DEF or the equipped monster by the difference between the attacking monster's ATK and the equipped monster's DEF until the end of the Damage Step. If the equipped monster battles, you can place 1 Orichalcos Counter on this card. When 3 Orichalcos Counters are placed on this card: Send it to the Graveyard. When this card is sent to the Graveyard: Target the Equipped monster and cards your Opponent controls up to the amount of Orichalcos Counters on this card when sent; the equipped monster loses ATK and DEF equal to the total ATK of the other targeted monsters. Then your Opponent's targeted cards are destroyed.[color=#0000ff] (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)[/color] [color=#ff8c00]ATK / 0 DEF / 0[/color] [color=#ff8c00]Orichalcos Golem DARK / Level 4 [ Beast-Warrior / Effect ][/color] If this card is destroyed: You can Special Summon this card from the Graveyard and place 1 Orichalcos Counter on a Normal Monster that you control. Then skip your next Draw Phase. This card gains 1400 ATK for every Orichalcos Counter on the field. The effect of "Orichalcos Golem" can only be activated once per turn. [color=#ff8c00]ATK / 400 DEF / 1500[/color] [color=#ff8c00]Orichalcos Malevolence FIRE / Level 4 [ Fiend / Effect ][/color] If you Normal Summon a Normal Monster: You can Special Summon this card from the hand. Once per turn: You can target 1 monster your Opponent controls and 1 Normal Monster on the field; Change the Battle Position of the targeted monsters. [color=#ff8c00]ATK / 1500 DEF / 0[/color] [color=#ff8c00]Divine Serpent of Orichalcos DARK / Level 10[/color][/b] [b][color=#ff8c00][ Reptile / Effect ][/color] This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 5 Normal Monsters you control to the Graveyard. The effects of this card cannot be Negated. When this card is Summoned, reduce your Life Points to 0. While this card is face-up on the field, you cannot lose the Duel. When this card attacks, send the top 10 cards of your Deck to the Graveyard. At the End Phase, send this card to the Graveyard. [color=#ff8c00]ATK / 10000 DEF 0[/color] [color=#ff8c00]Orichalcos Sword of Sealing Spell / Equip[/color] This card can only be equipped to an Effect Monster while you control a Normal Monster. Negate the effects of the equipped monster and any effects that activate when it leaves the field. If the equipped monster is destroyed by battle, inflict damage to your Opponent's Life Points equal to its ATK. If this card is destroyed, banish the equipped monster.[/b] Link to comment
Galkin Posted June 7, 2012 Report Share Posted June 7, 2012 Seal of Orichalcos: Remove the last line and we are good to go. Kyutora: Card is fair. Dexia: A +1 against stronger monsters, decently good. Aristeros: No one would let that effect go off. Bad. Golem: Slow and Weak. Not enough good ways to generate counters. Malevolence: Mostly Useless as their are a ton of cards that can change Battle positions to your liking without putting you at a -1 or leaving you with a weak monster. Divine Serpent: Bad for the game as it will either be an instant OTK or an instant self-defeat. What do I mean? Effect Veiler, Bottomless Trap Hole, Torriental. Take your pick. Sword: it has its uses. decent. Link to comment
Agro Posted June 7, 2012 Author Report Share Posted June 7, 2012 Small edit to Orichalcos. Grammar edit to Golem. I see what you mean on Aristeros. Even the user wouldn't want it. I'll make an edit to it as well. I think you're missing the point of Malevolence completely. Like. Everything that makes it good. And Divine Serpent is an OTK. Of course. Decks will be built around it. Is it consistent? Not really. Not in the slightest, if any decks use it, they will be merely fun decks, not even the ones you may see randomly at locals. It'll take quite a lot to get 4 Normal Monsters on the field, plus have this guy in your hand. Finally you need to eliminate all the opponent's life points without losing your monster. In other words, no, it's not bad for the game. It's not an insta-win. It's even less of a guaranteed win than putting Quasar out, which takes even less skill and is more consistent than getting out this guy. I think you need to ask someone what "bad for the game" is, because that's not it. Link to comment
Galkin Posted June 8, 2012 Report Share Posted June 8, 2012 Very well, inform me what makes Malevolence good. It's a -1 to change an opponent's monster's battle position. Changing battle positions does not guarantee an advantage as face-down trap cards or protection quick-play spell cards can pretty much stop whatever it was you were trying to do. You could use it to trigger the effect of Dexia, but it is far better off being triggered by its own effect as it is in most circumstances a +1. Its ATK is below par and if you would dare use this to XYZ with a level 4 Normal Monster, it is nothing special. Divine Serpent is bad for the game. Allow me to explain: This card can instantly come out of nowhere and win the game for you. Since your Life Points will become 0 anyways and you will not be able to lose the duel, you can put in any amount of effort and resources in it since summoning it will always yield the same result. This card is bad because it is an instant-OTK or self-OTK. Summoning it isn't even that hard. Tri-Wight and enchanting fitting room; even [b]OJAMA RED[/b], along with a dozens of Normal Monster summoning support (Embodiment of Apohis counts as a Normal Monster FYI) make 4 Normal Monsters an easy job in the right build. Lavaval chain, deepsea diver and Gold Sarcophagus are cards that will easily search out serpent in a second. Like I said, since summoning this card will always yield the same result, it does not matter how much effort you put in to summoning it, you could make as many sacrifices as possible to summon this card or make little to no sacrifices. In the end, you still practically have an instant OTK on your Field. The rest is luck-based whether or not your opponent had an appropriate counter set (Solemns negate, btw, so it won't cost you the game) or they have nothing but their *big* beatstick out, which will obviously get demolished. One could use shooting star bow ceal even to guarantee an OTK, since it will still have 9000 ATK. Link to comment
Agro Posted June 8, 2012 Author Report Share Posted June 8, 2012 Okay a few things. 1. Being a self-OTK doesn't make it bad for the game, only the other half. I'll edit it so that it sends itself to the Graveyard at the End Phase. 2. Inconsistent Cards added to an inconsistent OTK doesn't make an OTK more consistent. Still, the inconsistent Ojama spam could pose a potential problem, so to get around it, I'll edit it to need 5 Normals. 3. Forgot I still had destroy it. I had originally intended to make it change both to Defense. I'll do that now. Link to comment
Galkin Posted June 8, 2012 Report Share Posted June 8, 2012 Very well, Malevolence isn't that bad and can be used for getting over certain boss monsters and dealing some damage even if your opponent uses stalls. It's fine as it is. Back to Divine Serpent, this card is a giant OTK that with just being summoned is for the most part enough for you to win the game. It doesn't even need its own deck. You can place this in any Vanilla swarm deck and you're good to go. You may argue "Armityle is the same thing", which he isn't entirely. This card will ALWAYS lead to the same situation, meaning you can be at 100 LP or 9001 and the Duel will still ends that same turn (unless you run a heal deck, but really?). Tri-Wigth, Faustian Bargain, Enchanting Fitting Room, League of Uniform Nomeclature and a few other foreign support make swarming easy for Vanillas. A simple "Tri-Wight + Rescue Bunny" already fill the Field for this card's requirements. The point that makes this card bad is that it almost guarantees that the duel ends that same turn. If you don't win, you lose. Which make this card an instant victory if carefully planned. The only time I see this being useful aside from ending a Duel is using Mystic Wok on it to gain 10,000 Life Points, giving you a decent advantage. It's a little like BLS, it can be splashed in Vanilla swarm like how BLS is splashed in twilight (Although BLS extends farther) and can completely win you the duel with simply being summoned. I'm not saying, however, that Divine Serpent is ban-worthy. Just that its card design is bad for the game. Link to comment
Agro Posted June 8, 2012 Author Report Share Posted June 8, 2012 It's nothing like BLS in the slightest. BLS isn't just splashed in twilight, it's splashed in EVERYTHING. And sure it CAN win you the duel, but it certainly can't LOSE you the duel. Yes. The duel's going to end when it's summoned, there's no doubting that. Whether you can win with it is the main question. The answer will be that it's extremely inconsistent. Even with what the options you give, that's extremely inconsistent, meaning it's more than likely not going to happen. If there's a problem with it, it's simply that it's built to end the game. Just like any other card that ends the game. Exodia, the God thing, Final Countdown. It's not as poorly designed as any other card. It's based off an anime card with a similar effect, except in the anime, its ATK is infinity. Sorry if you don't like that it's an OTK card, but that's just how the card is. Link to comment
Galkin Posted June 8, 2012 Report Share Posted June 8, 2012 I simply hate that it is a "Win or Lose" card that can make the user that goes through all the trouble to summon it, lose anyways. I don't like that it is a two-sided OTK is all... Link to comment
Agro Posted June 9, 2012 Author Report Share Posted June 9, 2012 [quote name='Galkin' timestamp='1339191116' post='5954088'] I simply hate that it is a "Win or Lose" card that can make the user that goes through all the trouble to summon it, lose anyways. I don't like that it is a two-sided OTK is all... [/quote]Then you don't run it. Would you be happier if it didn't let the person that summoned it lose? Doubtful, that would just make it broken beyond belief. It's an OTK card, designed to be an OTK card and necessity makes it need to force the user to lose if they don't win with it. Link to comment
Agro Posted July 4, 2012 Author Report Share Posted July 4, 2012 Bump because this is Written and no one apparently cares about Written. Oh, and because of that LC3 Link to comment
Love of Ghibli Posted July 5, 2012 Report Share Posted July 5, 2012 Hey my first Written topic doesn't have one comment in it lol At least you got a nice debate going in this one. Anywho on to the cards. The set is pretty nice I like the vanilla support since Shutorous came out as a Vanilla support Seal: Question the way its worded can monster in the back row swing if nothing is in the front row? If that is the intended case it sounds like you can use main phase 2 to just make a bunch of walls for your backrow monsters. Malevolence: It seems underpowered juxtaposed to the rest of the set. I don't even fully understand why a normal monster has to be switched too. You essentially just want to switch your opponents monster which is a fine effect on its own. Serpent: I like the all or nothing bet. Makes the game more interesting as a whole. More casual but definitely more interesting. I don't understand the drastic mill. Like stated before this card can't possibly hang around for so long so why make it that you have to do drastic milling. Link to comment
Agro Posted July 5, 2012 Author Report Share Posted July 5, 2012 I think I may just edit Orichalcos quite a bit. Instead of just putting them in the backrow, maybe it's best to make all monsters on your side of the field become Union monsters. It'd work about the same way, it'd just be a little bit more unique an idea, me thinks. Link to comment
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