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[Finished]Sora's Epic Series Contest #3


Sora1499

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Hai der, contestants! Some of you may be wondering why the previous contest was worth a crapload of points. Well, out of all of the wonderful contests I have in store for you, that one was probably the most difficult. All of the contests from now on will have similar prizes (in terms of points scale). Now, on with the show!

LIGHT and DARK have too much damn support. Where did the other attributes go wrong? Your task is to create 5 support cards for WIND, EARTH, FIRE, or WATER (you get to choose which). Of these 5 cards, they must be as follows:
*1 main deck boss
*1 extra deck monster
*2 main deck non-boss monsters
*1 card entirely of your choice

[spoiler='Rules']1. Follow the damn card requirements.
2. Written cards are ok.
3. No thoroughly broken cards, e.g. BLS.
4. Just because you're supporting 1 specific attribute doesn't mean all your monsters must be of that attribute. For example, you can make a DARK monster to support WIND or a FIRE monster to support EARTH, etc.
5. Each card will be judged by itself, and then a score will be averaged out.
6. This contest isn't meant for you guys to make archetypes. Please no archetypes.
7. Cards are due by midnight this Friday. You may edit your card to your heart's desire until midnight this Friday.[/spoiler]

[spoiler='Judgment']Balance: -/10
Usability: -/10
Card Grammar: -/5
Creativity: -/10
*Splashability: -/10

*What I mean by splashability is, would I want to tech this card into one of my decks that employs the attribute that you're supporting? For example, if you're supporting FIRE, would I genuinely want to put this into Haze-Beasts or Firestars?[/spoiler]

[spoiler='Dem Prizes']First: 10 points
Second: 8 points
Third: 5 points[/spoiler]

Best of luck everyone! :)

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Also, can I have, say, a DARK monster that supports WIND monsters?

[size=3][b]Cards:[/b][/size]
[hr][spoiler='Stormwind Paladin'][img]http://yugico.com/customcard/147012.jpg[/img][/spoiler]
[spoiler='Ultimate Bird King Rukh'][img]http://yugico.com/customcard/147060.jpg[/img]
Wanted to still make this card viable an other decks.[/spoiler]
[spoiler='Darkwinds Sorcerer'][img]http://yugico.com/customcard/147034.jpg[/img][/spoiler]
[spoiler='Mist Valley Hatchling'][img]http://yugico.com/customcard/147049.jpg[/img][/spoiler]
[spoiler='Priceless Feathers'][img]http://yugico.com/customcard/147828.jpg[/img]
Ingenious double effect, IMO.[/spoiler]

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[spoiler=Lord of the Crumbling Earth]
Lord of the Crumbling Earth
********
EARTH
Warrior/Effect
2700/1900
[i]Cannot be Normal Summoned or Set. Must first be Special Summoned by banishing 2 EARTH monsters from your Graveyard. If this card would destroy a monster by battle: You can Special Summon 1 Level 4 or lower EARTH monster (from your hand) in face-up Defense Position instead. If this card leaves the field by your opponent's card effect: destroy 1 card your opponent controls.[/i][/spoiler]
[spoiler=Dosoil]
Dosoil
*
EARTH
Warrior/Tuner/Effect
0/0
[i]You can discard this card; add 1 Level 4 or lower EARTH monster from Deck to your hand except "Dosoil".[/i][/spoiler]
[spoiler=Montah the Sage]
Motah the Sage
••••
EARTH
Warrior/Xyz/Effect
2600/1500
[i]2 Level 4 EARTH monsters
All EARTH monsters gain 250 ATK for each Xyz Material attached to this card, excluding this card. Once per turn: You can detach 1 Xyz Material from this card; destroy 1 card on the field. This card cannot declare an attack the turn you activate this effect.[/i][/spoiler]
[spoiler=Guardian of the Plains]
Guardian of the Plains
****
EARTH
Warrior/Effect
1500/1000
[i]If this card is used for an Xyz Material: Return 1 EARTH monster from your Graveyard to your Deck.[/i][/spoiler]
[spoiler=Provisions from the Earth]
Provisions from the Earth
Normal Spell
[i]Discard 1 EARTH monster; add 1 Level 3 or lower EARTH monster from your Deck to your hand.[/i][/spoiler]

Cards subject to change.

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Rekindling exist, fire needs no more support ever lol

Anywho my second love is Birds anyway

[spoiler: Wind Power]

[spoiler: Main Deck Boss]

[color=#ff8c00]Simorgh, She Who Swallows Titans[/color]
Effect/ Wind/Winged-Beast
2700/1200/Lvl 8

You can Special Summon this monster from your hand by sending 2 monsters on either side of the field who have equal to or more than 2500 ATK OR by sending two facedown spell or trap cards your opponent controls to the graveyard. As long as this card is on the field all other WIND monsters gain 300 ATK.

[/spoiler]

[spoiler: #1 Non-Boss]
[color=#ff8c00]Hurricane Knight[/color]
Effect/WIND/Winged-Beast
1400/1200/Lvl 4

When this card is Special Summoned send 1 WIND monster from your deck to your graveyard.
[/spoiler]

[spoiler: #2 Non-Boss]
[color=#ff8c00]Breathe[/color]
Effect/WIND/Warrior
1500/1000/Lvl 3

When this card is summoned target 1 card on the field; return the targeted card to its owners hand.
[/spoiler]

[spoiler: Extra Deck]
[color=#800080]Glory Maelstrom [/color]
Fusion/Effect/WIND/Sea-Serpent
3100/2400/Lvl 9

2 WIND monsters
This monster cannot be destroyed or targeted by the effects of your opponents spell and trap cards. If this monster was Fusion Summoned by a "Polymerization" card then you can add 2 WIND monsters from your graveyard to your hand.
[/spoiler]

[spoiler: Random]
[color=#008000]The Winds of Change[/color]
Normal Spell

This card can only be activated at the start of your Main Phase 1. Return all cards on the field to their owners hand. Your opponent may Special Summon 1 monster from their hand for every card that was returned back to their hand ignoring the summoning conditions. Then you may Special Summon WIND monsters from hand or graveyard equal to the number of monsters your opponent Special Summoned. You cannot activate any spells or trap cards the turn you activate this card or summon non-WIND attribute monsters.
[/spoiler]

[/spoiler]

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I been procrastinating, but here they are :P.
[spoiler=Entry]
[spoiler=About]
2 of these are cards that I made a long time ago (see if you know which). The rest I came up with. The cards work very well with each other, but not an archetype. Although, I might make it into one. Some of the effects might be too much, but WIND is horribly under supported. These cards can do 2 mat rank 4's or synchro for 5,6,8,9. All because of Aura. They're balanced on their own (not sure about Aphid though), but when they come together they can make wicked combos. I LOVE doing amazing combos on DN (I don't mean like draw, draw, draw, win) so I usually make my cards to combo. I usually take it too far though. I had fun making these, and hope they do well. Add in some Mist Valleys and you got yourself a Deck. I said this already, but I'll repeat it. I probably took it too far, so I might edit them soon. Unless I'm too lazy.[/spoiler]


[b][u]Main Deck Boss[/u][/b]
[img]http://i49.tinypic.com/33utw0h.jpg[/img]
[spoiler=Lore]This card cannot be Special Summoned.This card returns to its owner’s hand during the End Phase of the turn it is summoned or flipped face-up. If you control a face-up WIND monster, you can Normal Summon this card without a Tribute (in addition to your regular Normal Summon) by discarding 1 card. When this card is summoned, you can return a WIND monster you control to your hand to target up to 2 Spell or Trap Cards on the field; return those targets to their owner’s hand, those targets cannot be activated in response to this card. You can only summon 1 “Zephryas, the Mythic Wind” per turn.[/spoiler]

[u][b]Synchro[/b][/u]
[img]http://i47.tinypic.com/ndaryx.jpg[/img]
[spoiler=Lore]1 Tuner monster + 1 or more non Tuner monsters
Your opponent cannot target any cards on your field with card effects other than this card. You can activate this effect during either player's turn: If this card was sent to the Graveyard by your opponent's card effect this turn, you can banish this card (during the End Phase) to Special Summon 1 "Spectrum Shielder" from your Extra Deck.[/spoiler]

[u]Main Deck Monsters[/u]
[img]http://i48.tinypic.com/346xmqd.jpg[/img]
[spoiler=Lore]If you a face-up non Tuner WIND monster, you can Special Summon this card from your hand or Graveyard by returning 1 card in your hand back to the top of your Deck. If this effect is activated, banish this card when it is removed from the field. Only 1 "Giant Aphid" can be summoned per turn.[/spoiler]

[img]http://i45.tinypic.com/2wmkm6c.jpg[/img]

[b][u]Other[/u][/b]
[img]http://i49.tinypic.com/23mo902.jpg[/img][/spoiler]

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Okay. Posting my cards... I did on Fire.
Here they are--
[spoiler=Cards]
[spoiler=Main Deck Boss- Lord of Unforgiving Flames]

[img]http://yugico.com/customcard/148445.jpg[/img]

Cannot be Normal Summoned/Set. Must be Special Summoned(from your hand) by
banishing 3 FIRE monsters from your field or Graveyard and paying half your Life Points,
and cannot be Special Summoned by other ways. This card's ATK and DEF are equal to the
number of banished FIRE monsters x 700. Once per turn: You can Special Summon 1 Level 4
or lower FIRE monster from your hand or Deck, but it is banished during the End Phase. This
card is unaffected by the effect of Trap Cards and other Effect Monsters.
[/spoiler]

[spoiler= Extra Deck Monster- Synchro-- Ballistic Cannon Blaster]

[img]http://yugico.com/customcard/148444.jpg[/img]

1 Tuner + 1 or more non-Tuner Monsters
Once per turn: You can tribute 1 FIRE monster and target 1 monster your opponent
controls; Banish it, and during your opponent's next Standby Phase after this effect's
activation, Special Summon it to the field. During your Standby Phase: You can Special
Summon 1 FIRE monster from your hand with Level equal to or less than the number of
FIRE monsters in your Graveyard minus 2.
[/spoiler]

[spoiler= Main Deck non-Boss Monsters]

[spoiler= Card 1- Flaming Sword- Chariot]

[img]http://yugico.com/customcard/148434.jpg[/img]

Can be Special Summoned(from your hand) if you control 3 or more face-up
FIRE monsters. Once, while this card is face-up on the field, if you control another
FIRE monster: Banish 1 FIRE monster from your Deck; Increase this card's Level by 2.
When this card is sent to the Graveyard: Add 1 banished monster to your hand.

[/spoiler]
[spoiler= Card 2- Blaster from the Fires]

[img]http://yugico.com/customcard/148438.jpg[/img]

If a FIRE monster attacks, it gains 400 ATK, during damage calculation only.
Once per turn, during the End Phase, if this card attacked during this turn: Discard 1
FIRE monster; You can choose 1 Spell/Trap card from your Deck and Set it in the
Spell/Trap Card Zone. That card cannot be activated until your next turn. Face-up
FIRE Monsters cannot be targeted by your opponent's cards.
[/spoiler]

[/spoiler]

[spoiler= 1 Card of our Choice- Equip Spell Card-- Flaming Fairy]

[img]http://yugico.com/customcard/148440.jpg[/img]

Can only be equipped to a non-Xyz FIRE Monster you control. The equipped monster
gains 400 ATK. Once per turn, if it destroys a monster by battle: You can discard 1 card;
Attach the equipped monster to a face-up Xyz Monster as an Xyz Material, and you can
equip this card to another monster. During you End Phase, if you used the effect of "Flaming Fairy",
even if this card is not face-up on the field; Take 800 damage and draw 1 card.

[/spoiler]
[/spoiler]

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Now enter: Me! (with Water Support!)

Main Deckers:
[spoiler='Rain Angel']****
WATER
Fairy/Effect
All Face-up WATER monsters gain 500 ATK. You can Tribute this card to Special Summon 1 level 4 or lower WATER monster from your hand.
1000 ATK/0 DEF[/spoiler]
[spoiler=Storm Serpent]
****
WATER
Sea Serpent/Effect
When a WATER monster is destroyed: You can destroy 1 Spell or Trap card on the field.
1800 ATK/1500 DEF
[/spoiler]

Epic Boss:
[spoiler=Hydro Phoenix]
*******
WATER
Winged-Beast/Effect
When this card is destroyed: You can Tribute 1 WATER monster to Special Summon this card from the Graveyard. If you do, this card's original ATK is switched with its current DEF. This card gains 500 DEF for every WATER monster on the field.
2000 ATK/500 DEF
[/spoiler]

Extra Deck:
[spoiler=Tidal Sharkwave]
++++
WATER
Fish/Xyz/Effect
By detaching one Xyz Material from this card: one WATER monster on the field gains 1000 ATK.
2500 ATK/2000 DEF
[/spoiler]

Extra Card:
[spoiler=Endless Rain]
Continuous Spell
During each of your End Phases: You can Special Summon 'Rain Tokens' (Level 1/WATER/Aqua/0 ATK/0 DEF) so that you have a total of 5 monsters on the field. Level 4 or lower WATER monsters in the hand are treated as level 5.
[/spoiler]

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[url="http://yugioh.wikia.com/wiki/Obelisk_the_Tormentor"][color=#FFFFFF]I am deeply amused by Endless Rain.[/color][/url]
Welp. Here's the blue-green stuff.
[spoiler="Mermail/Atlantean/Gishki/Fish/Cloudian/Ice Counter/Ice Barrier/Frog/Sea Lancer/Shark Support"]
[img]http://yugico.com/customcard/148718.jpg[/img][img]http://yugico.com/customcard/148463.jpg[/img]
[img]http://yugico.com/customcard/148733.jpg[/img][img]http://yugico.com/customcard/148747.jpg[/img]
[img]http://yugico.com/customcard/148787.jpg[/img][/spoiler]
The monsters happened to end up all being WATER. So, yeah.

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Of course.
1. The Lord of Crumbling Earth was a very interesting card in that it does + when it dies and that it's easily splashable, giving EARTH a usable power card comparable to chaos sorcerer (but less broken, lol). The SS effect I found to be rather useless, however. You'd be throwing your combo pieces on the field for your opponent to mow em down.
2. Dosoil gives an EARTH deck consistency and it might be techable in something like Sabers or rock stun, and it being a tuner is a plus, but the premise seemed rather simple. However, the main thing I didn't like about it is that it propels rabbit to tier 0: you can now run 5 rabbits in a deck.
3. Montah is a fantastic card that rock stun would most certainly make use of, although it being a 3k+ beater on-summon that can also pop stuff seemed a bit iffy to me. In most situations, ATK boosting is silly and downright pretentious unless it serves a direct and clear purpose for the card.
4. Guardian is pretty much useless... Just sayin.
5. Provisions is definitely techable in rock stun (dat block golem) and maybe techable in sabers (dat fullhelm). It being a -1 on activation I found to be fair, and it can't grab wabbit, which is sweet.

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Sure.
1. Stormwinds Paladin seemed a bit inconsistent to drop. You don't always have a gracious hand with 3 monsters, and in any other situation this card is even more dead than Yamcha. The bounce-for-bounce effect was pretty cool, then I got all sad when I discovered that the card can't attack if you used this effect. Given the low ATK and steep summoning condition, I felt that it didn't need that last nerf and a solid 2500 ATK to see play.
2. I want to summon this...why? I will probably NEVER make Ruhk in a duel, and if I had the chance to do so, I'd much rather go for big eye. It really didn't need any of the myriad nerfs you gave it: banish 1 to bounce 2 is perfectly fine given that it is really hard to bring this out.
3. DarkWinds was pretty cool in that it's a +1, but the fact that it's DARK means it can't combo with Stormwind... :(
Alas, t'would be such a great combo... Maybe Dark Simorgh could munch on this card, but it seems a bit slow. Not horrible, definitely playable, but slow nonetheless.
4. Axi, why do you keep giving your cards attack nerfs? Attacking is the main objective of a duelist! Hatchling was fine until I saw that.
5. Feathers is pretty interesting in that it can +2, and the right deck could definitely make good use of this. Pretty good card, overall.

Main problem: Attack nerfs. Monsters are supposed to attack, not stand there like sitting ducks just waiting to get mowed down by your opponent.

Ok, Kvn.
1. Zephyras is an awesome card, and I love it to death. Perfect, don't change it ever. The bounce is awesome, the splash is awesome, the spirit monster clause is awesome, it just blends really well together.
2. I dunno about this card... It's like a tengu that eats up extra deck slots. Being a 23 beater is nice, but honestly, I'd rather go for something that can hold its own like catastor.
3. It's a level 1 plaguespreader for WIND... Yeeeeaaaah, nuff said. Not horrible, but not the best design in the world.
4. Aura seemed kinda slow. It combos EXTREMELY well with the Aphid, but really, I don't think that it would see much use.
5. In this case, I'm really glad you added the attack nerf, otherwise it would be borked as hayl. The card seems really usable in that it's a +0 that grabs your combo pieces and it can do much more profound damage than compulse. Dem Wind-Ups... (:<

Problems: A few of the cards were too slow, some had iffy designs. The rest were awesome.

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