Zeppeli Gyro Supreme Posted July 28, 2012 Report Share Posted July 28, 2012 EDIT: I thought it was spelled wrong, but my browser said "Council" wasn't a word. Pulum, Genius of the High Council Water/Psychic/3/500/2000 While you control no cards and have 1 or more "High Council" monsters in your Graveyard, you may Special Summon this card (from your hand). While this card is face-up on the field, draw 1 card each time a monster(s) is destroyed as a result of battle and sent to the Graveyard. Kain, Favored of the High Council Earth/Warrior/4/1600/1500 When this card is Normal Summoned, you may add 1 Quick-Play Spell Card from your Graveyard to your hand and it is revealed until the End Phase of the turn. That card cannot be Set or activated this turn unless you control 2 or more "High Council" monsters. Seri, Warlord of the High Council Fire/Beast-Warrior/4/2200/1500 Cannot be Special Summoned from the Graveyard or while banished. During each of your End Phases, decrease this card's ATK by 600. When this card's ATK becomes 1500 or less, destroy 1 card on the field. Granfald, Judge of the High Counsel Light/Fairy/4/1800/1900 When a Spell Card is activated, Tribute this card; Negate that Spell Card's activation and effect and destroy it. During your Main Phase, you may Tribute a "High Council" monster to Special Summon this card from your hand or Graveyard; This effect can only be activated once per duel. Lucifuge, Necromancer of the High Council Wind/Spellcaster/5/2300/100 When this card is Tribute Summoned successfully, you may Special Summon 1 Level/Rank 4 or lower monster from either player's Graveyard in face-up Defense Position. If there are 2 or more "High Council" monsters on your side of the field, the monster may be Summoned in Attack Position instead. Lucifer, Rebel of the High Council Dark/Fiend/6/3000/1000 This card can only be Special Summoned (from your hand or Graveyard) by sending 2 cards at random from your hand to the Graveyard. During the end of each player's Battle Phase, inflict 800 damage to both player's Life Points. While you control 2 or more "High Council" monsters, you do not take effect damage. Myrdrym, Elder of the High Council Divine/Thunder/5/2500/1200 When this card destroys an opponent's monster as a result of battle or you control 3 or more "High Council" cards, it gains the following effect until the End Phase of your next turn: This card cannot be destroyed by card effects. High Council Chambers Field Spell Card All "High Council" monsters gain 300 ATK and DEF. Once per turn, during your Main Phase, you may select and activate 1 of the following effects: * Activate only while you control 3 or more face-up "High Council" monsters. Look at the top 2 cards of your Deck. Add 1 of those cards to your hand and place the other back on the top of your deck. * Look at a random card in your opponent's hand. * Look at the top card of your opponent's Deck. * Look at 1 Set card on the field. Council's Approval Quick-Play Spell Card Increase the ATK of 1 monster by 500, and it cannot be removed from the field other than by being destroyed, until the End Phase of this turn. High Council's Orders Continuous Spell Card Can only be activated by revealing 2 "High Council" monsters in your hand. When this card is activated, declare a type of card (Spell, Trap, or Monster); While this card is face-up on the field, cards cannot be destroyed by the effects of that type. During your opponent's End Phase, they may pay 1000 Life Points to shuffle this face-up card into your Deck. Call to Converse Normal Trap Card Add 1 "High Council" monster from your Deck to your hand. Then, if that monster was level 5 or higher; Shuffle 1 card in your hand into your Deck. Weight of Decision Normal Trap Card Halve the ATK of 1 monster you control that has not declared an attack this turn; Return 1 card on the field to the owner's hand. Final Decision Counter Trap Card Activate only while you control 2 or more "High Council" monsters. Negate the activate of a Spell/Trap or Effect Monster effect and banish that card. Link to comment
DrunkenSage69 Posted July 28, 2012 Report Share Posted July 28, 2012 I like the name a lot. Very good work on the cards' OCG. However, I think some of these cards are OPed. Overall, I would suggest making them get the better condition of having 2 or more High Council Monsters, not just cards. Here are my opinions on them:[list=1] [*]Kain-By far the most abuse-able card out of the entire archetype. With cards like BoM, the Forbidden Quick-Play cards, and MST, this card is way too good. I would tone the effect down to where if you control 2 or more High Council Monsters other than this card you can add 1 from your Grave. [*]Granfald-Even though you have to tribute him like you would Doomcaliber, being able to bring him back many many times is OPed. I would suggest reducing the amount of times you can do the revival effect, other wise this card is too good imo. [*]High Council Chambers-In my opinion, the biggest OPed card out of this whole set. In general, this card needs costs or requirements for all of its effects. The first effect should return the other card to the bottom, not put it back on the top. Looking at your opponent's entire hand is a little ridiculous for free, you really need to put a cost on this effect or tune it down to like 1 card (even then it should have a requirement or a cost). looking at the top card of your opponent's deck is alright, but should have a simple requirement of an X amount of High Council monsters. Looking at 1 set card is probably the most balanced out of the effects, but should still some kind of situation to activate it. Without these limitations, this card could use its last 3 effects, especially the 2nd and 4th, in every deck and is completely broken. [*]High Council's Orders-2000 Life points is just ridiculous. Either way, you get a plus if its on the field or not. Tone this card down in general, maybe you have to continuously reveal those 2 cards used to activate. [/list] I am sorry if I sounded rude but those 4 cards will make this archetype completely broken, especially the spell cards. Tone these cards down and having all the special conditions go off having High Council Monsters instead of just cards in general will make this archetype more balanced. [color=#ff0000][size=5][i][b]Overall: 6/10[/b][/i][/size][/color] Link to comment
Zeppeli Gyro Supreme Posted July 28, 2012 Author Report Share Posted July 28, 2012 Thank you very much for taking the time to read over my cards. Well, I made some edits, but I really don't think that there needs to be some sort of condition or cost associated with the secondary effects of Council Chambers besides the one I just edited in. You gain no card advantage from using these effects, only situational awareness. Really, the card is supposed to represent The Council's ability to know everything that's happening in the world, but even without them on the field using any of these effects isn't going to destroy your opponent. Especially since you can only pick to use 1 of the effects. As for its first effect, placing on the bottom could actually be a good thing if the next card is a dead draw. It's purely situational on what would be the best choice. The archetype is also designed so that they can be useful on their own, but (most of them) aren't truly powerful unless they are together. And I didn't take your tone as being rude. You're just saying what you think about the cards. Link to comment
DrunkenSage69 Posted July 29, 2012 Report Share Posted July 29, 2012 [quote name='slayer_supreme' timestamp='1343499808' post='5991127'] Thank you very much for taking the time to read over my cards. Well, I made some edits, but I really don't think that there needs to be some sort of condition or cost associated with the secondary effects of Council Chambers besides the one I just edited in. You gain no card advantage from using these effects, only situational awareness. Really, the card is supposed to represent The Council's ability to know everything that's happening in the world, but even without them on the field using any of these effects isn't going to destroy your opponent. Especially since you can only pick to use 1 of the effects. As for its first effect, placing on the bottom could actually be a good thing if the next card is a dead draw. It's purely situational on what would be the best choice. The archetype is also designed so that they can be useful on their own, but (most of them) aren't truly powerful unless they are together. And I didn't take your tone as being rude. You're just saying what you think about the cards. [/quote] I have seen the changes you made. I like them . Also, thank you for pointing out that it only helps you better understand the situation than card advantage. Good cards and better improvements . And thank you for taking the time to read my comments about it I greatly appreciate it. Link to comment
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