Sora1499 Posted December 29, 2012 Report Share Posted December 29, 2012 This series has been a lot of fun for me to host, and I hope that it was just as much fun for all of you to take part in. As we ease into the final and most climactic contest ever, Striker and Beginning duke it out for the right to first place, along with Spike and Kvn scrambling for 3rd. However, if one of these two gets 1st for this contest, then the two guys on top might have quite a bit to worry about. Meanwhile, Aixdivadis, Johnhabbib, and newhat still have a chance at 3rd if they can muster up the creativity and present something revolutionary. We've been through a couple setbacks, namely YCM's crash and the whole Xmas craze, but regardless, the show must go on! I say this again, I hope that you guys have had as much fun in this contest as I have. Throughout the course of this series, we've covered quite a few concepts to make you guys better card makers: we've explored extra deck monsters, archetypes, attribute support, s/t cards, and how to take a hopelessly broken card and balance it. I think that you guys have learned a lot from this series about card making, but now we must diverge from the ordinary and head for the future. For the final and most extravagant contest of my series, your challenge is this: Create a new type of extra deck monster for the future! [spoiler='Rules']1. You must post a description on how to summon your extra deck monster, rulings, gameplay, etc. Please make this description thorough, or else you will lose points. 2. You may post up to 7 cards, 3 of which can be a support cards for your extra deck monster (but you do not have to enter support cards). If you enter multiple cards, then I will judge each one individually and award an average. 3. Written cards are ok. If you are not posting a written card, then please use the fusion monster template on your respective card generator. 4. Cards are due by midnight this Tuesday. You can edit them as much as you would like until then.[/spoiler] [spoiler='Judgment']*Balance- -/10 *OCG: -/5 *Quality/relevance of description: -/15 *Creativity: -/20 *Usability: -/10 For usability, judgment will not rely solely on existing cards, but instead I will consider how one could make an archetype to promote the summon of your extra deck monster.[/spoiler] [spoiler='Prizes']1st: 12 points 2nd: 10 points 3rd: 7 points[/spoiler] I really hope you guys enjoyed this series and enjoy this last contest. It was my pleasure hosting it. Best of luck! Link to comment Share on other sites More sharing options...
Aix Posted December 29, 2012 Report Share Posted December 29, 2012 Blue-Eyes White Dragon charges forwards with a roar towards the opposing Caius the Shadow Monarch. There is a massive explosion as light and darkness clash. As the smoke clears, the dragon and the monarch have both disappeared. In their place stands a new monster. This is the new Impact monster. Now, bringing back Player Interaction through actual battles between monsters. [hr]Impact monsters are created in the midst of a battle. To Impact Summon, you must use one of your monsters and attack a monster your opponent control and destroy it by battle, then, you send your monster to the Graveyard. The difference between their Levels and/or Ranks is the Rank of the Impact monster you can Summon. For example, when your Blue-Eyes White Dragon attacks Caius the Shadow Monarch, you subtract Caius's Level ( 6 ) from Blue-Eyes' Level ( 8 ) to get 2, so the Impact monster you can Summon here is Rank 2. Also, you CAN use an Impact monster(s) to Special Summon an Impact monster. Impact monsters are actually Special Summoned during the Damage Step, so you cannot use Torrential Tribute or Bottomless Trap Hole in response to the Impact Summon, though, of course, you CAN use Solemn Warning and other Counter Traps. Impact monsters, unless otherwise specified, cannot attack the turn they are Summoned. Like any other Extra Deck monster, they cannot be Special Summoned unless properly Impact Summoned first, though, unless otherwise specified, they can be Special Summoned by other things, such as Monster Reborn, from then after. Some Impact monsters have special requirements, such as requiring your monster to be a LIGHT monster or something. [hr] [b]If you do not mind, I will use the Xyz Monster template instead, as Impact monsters have Ranks.[/b] [hr][spoiler='Battleborn Gladiator'][img]http://yugico.com/customcard/159584.jpg[/img][/spoiler] [hr][spoiler='Ancient Warforged Golem'][img]http://yugico.com/customcard/159590.jpg[/img][/spoiler] [hr][spoiler='Impact Armor'][img]http://yugico.com/customcard/159586.jpg[/img][/spoiler] Link to comment Share on other sites More sharing options...
Sora1499 Posted December 29, 2012 Author Report Share Posted December 29, 2012 I think I'm gonna change the rules a bit. I'll allow a card maximum of 7 and a support card maximum of 3. Link to comment Share on other sites More sharing options...
Aix Posted December 29, 2012 Report Share Posted December 29, 2012 [quote name='Archlord Sora' timestamp='1356760959' post='6104898'] I think I'm gonna change the rules a bit. I'll allow a card maximum of 7 and a support card maximum of 3. [/quote] Yay, cuz there needs to be more support cards as a new Extra Deck monster type changes the entire game. I was going to make more Level-changers, but I couldn't... Link to comment Share on other sites More sharing options...
Sora1499 Posted December 29, 2012 Author Report Share Posted December 29, 2012 Oh, and I've gotta ask, where did you get that sexy artwork? Link to comment Share on other sites More sharing options...
Aix Posted December 29, 2012 Report Share Posted December 29, 2012 Battleborn is from Jazinkay, I think, if its not its from Sword Summoner. The Golem is from Sword Summoner. Impact Armor is from Jazinkay. Link to comment Share on other sites More sharing options...
Love of Ghibli Posted December 30, 2012 Report Share Posted December 30, 2012 In an attempt to slow the game down to non-herp derp levels. I give you....TURN SUMMONS! Turn Summon facts:[list] [*]Turn Monsters have levels [*]To make (Turn Summon) a Turn monster you must banish the required amount of monsters from your graveyard,hand, or, field [*]A Turn Monster can't be summoned until that turn of the game. (Ex. A Level 4 Turn monster can't be summoned until the fourth turn but they can be summoned any turn after four) [*]Turn monsters like other extra deck monster cannot be special summoned if they weren't properly summoned through their own mechanic first. [*]Typically the higher level a turn monster is the more powerful its effect. [/list] _______________________________________________________________________________________________________________________________________________ I even gave the new main characters card and his kaiba counterparts card lol [Spoiler:Monsters] [color=#4b0082]Embodiment of Soul [/color] Turn/Fairy/LIGHT 800/1200/Lv 2 3 Level 2 Monsters This monster gains 300 ATK and DEF for each of your banished monsters. [color=#4b0082]Tourguide from the Chronosphere[/color] Turn/Fiend/Dark 1000/1000/Lv3 2 Level 3 Monsters When this monster is Turn Summoned successfully move the current turn count forward by 1 turn. Once per turn target 1 of your banished monsters and 1 monster you control. Return the first target to you deck and increase the level of the second target by 1 to move the current turn count forward by 1 turn. During the End Phase of this turn the turn count resets to what it was before this monster activated either of its effects. [color=#4b0082]Delilah of Noblilty[/color] Turn/Plant/Earth 2500/2000/Lv4 2 Level 4 Monsters When this monster is Turn Summoned successfully move the current turn count forward by 1 turn. Up to twice per turn during either players when your opponent activates a monster effect target one of your banished monsters. Return the targeted monster back to the deck to negate the activation of your opponents monster effect and send that monster to the graveyard. During the End Phase of this turn the turn count resets to what it was before this monster activated its effect. [color=#4b0082]Witching Hour Witch[/color] Turn/Spellcaster/Dark 2500/2500/Lv 5 2 Level 5 monsters When this monster is Turn Summoned successfully move the current turn count forward 2 turns. Once per turn banish 1 card you control to make the levels of all monsters in your graveyard equal to the current turn count. During the turn you use this effect you cannot Synchro Summon or Xyz Summon. During the End Phase of this turn the turn count resets to what it was before this monster activated its effect. [color=#4b0082]Noble Slayer Dragon[/color] Turn/Dragon/Dark 3000/2500/Lv 8 2 Level 8 Monsters When this monster is Turn Summoned successfully send up to 2 cards your opponent controls to the graveyard. The effects of this monster cannot be negated. When this monster attacks target one card your opponent controls. The effects of the targeted card are negated till the End Phase of the turn. [/spoiler] [spoiler: Support] [color=#008000]The Chronosphere[/color] Field Spell This card cannot be targeted by the effects of spell cards. During your Standby Phase you can roll 1 six-sided dice. Then choose one of the following effects to activate:[list] [*]Move the current turn count forward equal to the number rolled. During the End Phase of this turn the turn count resets to what it was before this effect was activated. [*]Send monster from your deck to the graveyard equal to half the number rolled rounded up. During this turn you cannot Special Summon a monster other than a Turn Summon. [*]The levels of all monsters currently in your hand, field, and graveyard are increased by the number rolled till the End Phase of the turn. During this turn you cannot Special Summon monster other than Turn Summoning them. [/list] [color=#008000]Haste Makes Waste[/color] Normal Spell Send one monster from your deck to the graveyard to move the current turn count forward 1 turn. During the End phase of this turn the turn count resets to what it was before this effect was activated. You can only use the effect of "Haste makes Waste" once per turn. [/spoiler] Link to comment Share on other sites More sharing options...
PrimeAceJohn Posted December 30, 2012 Report Share Posted December 30, 2012 I really need some points so lets hope I get some where.... [u][b]Basis:[/b][/u] These new extra deck are called Aspiran Cards. They can only be summoned by losing certain amount of Life Point, then rolling a dice, and summoning from the extra deck. (The names you will find weird, because I wanted to make this different from usual TCG. So they all have apostrophes and stuff) [b][u]Cards:[/u][/b] http://yugico.com/user/29110-johnhabib25/card/40138-Sora_6_-_My_Aspirans C'eldher, Mage of Sanctity Level 5, [color=#000080]DARK[/color], Spellcaster/[color=#a52a2a]Aspiran,[/color]ATK: 2500 DEF: 2000 Target this card in your Extra Deck: pay 1000 Life Points and roll a dice. If it lands on an even number, tribute 1 monster you control and Special Summon this card. Once per turn, you can pay 500 Life Points and roll a dice to activate 1 of the following effects: *1 - Gain 800 Life Points *2 - Pay 400 Life Points *3 - Pay 400 Life Points and have your opponent discard 1 card *4 - Discard 1 card [color=#000000]Rh'agesam, Duke of Annul[/color] [color=#000000]Level 6, [/color][color=#8b4513]EARTH[/color][color=#000000], Beast-Warrior/Aspiran, ATK: 2400 DEF: 2700[/color] [color=#000000]Target this card in your Extra Deck: pay 1000 Life Points and roll a dice. If it lands on an odd number, tribute 1 monster you control and Special Summon this card. [/color]Once per turn, you can pay 500 Life Points and roll a dice to activate 1 of the following effects: *1 - Discard 1 card *2 - Remove from play 1 Trap card in your hand and draw 1 card *3 - Pay 500 Life Points *4 - Discard 2 cards and destroy 1 face-up Spell card your opponent controls. C'inatan, Flame Knight of Cherish Level 7, [color=#ff8c00]FIRE[/color], Warrior/Aspiran, ATK: 2800 DEF: 2000 [color=#000000]Target this card in your Extra Deck: pay 1500 Life Points and roll a dice. If it lands on an even number, tribute 2 monsters you control and Special Summon this card. Once per turn, you can pay 500 Life Points:[/color] roll a dice and activate the effect according to the number rolled on: *1 - Gain 400 Life Points *2 - Pay 300 Life Points *3 - Pay 400 Life Points to have your opponent discard 1 card *4 - Pay 500 Life Points *5 - Negate the effect of a Spell/Trap your opponent controls and destroy it Aspiran Reroll [color=#006400]Spell[/color], Quickplay Activate only after you activated the effect of an Aspiran Monster. You can pay 1000 Life Points to activate its effect 1 more time. Aspiran Rule [color=#800080]Trap, [/color]Continuous, (Limited - 1) Activate only after you used the effect of an Aspiran Monster: pay half your Life Points. Once per turn, during your Main Phase, you can choose the effect of one face-up Aspiran Monster you control. If you have no Aspiran Monster(s) on your side of the field, you can roll a dice and activate the effect according to the number rolled on: *Even - Pay 500 Life Points and shuffle this card in your deck. *Odd - Gain 500 Life Points and remove this card from play. Hope you like them. This is a side thing to know: Light, Water, Earth - odd Dark, Fire, Wind- even The whole point of these cards is to gamble your luck. Thus comes the name "Aspiran" - Aspiration (Synonym for luck) And please pretend the card frame is Red... Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 2, 2013 Report Share Posted January 2, 2013 A little something different that I started on almost 3 years ago, but I changed it up a lot since then. I call it Sabotage Summon. When a specific Summon or card would take place by your opponent, you can Sabotage Summon a monster from your Extra Deck in response. Sabotage Summon adds onto the chain. When Sabotage Summoned, the action responsible for its Summon is negated and is returned to the owner's hand and cannot be played again for that turn. As an added note, only one monster can be Sabotaged Summoned per turn. They have Levels and their Level corresponds to the ease of the Summon. Also, monsters can be Sabotage Summoned during the Battle Phase, but they cannot attack. With out further ado, I present you Sabotage Summon! Horkata the Fool **** DARK Fiend/Sabotage/Effect 1600/1200 [i]Can only be Sabotage Summoned when your opponent activates a Quick-Play Spell Card. Once per turn: You can discard 1 Spell Card; add 1 Quick-Play Spell Card from your Deck to your hand. You cannot activate that card the turn you activate this card's effect.[/i] Jebodiah the Solemn One ****** LIGHT Warrior/Sabotage/Effect 2300/1700 [i]Can only be Sabotage Summoned when your opponent activates a Trap Card. When your opponent would Summon a monster: You can banish this card and 1 other card in your Graveyard; negate the Summon and destroy it. This effect can only be activated once per duel. If this card would be destroyed: Add 1 Trap Card from your Deck to your hand.[/i] Jehongun the Monster Tamer ***** EARTH Warrior/Sabotage/Effect 2000/1800 [i]Can only be Sabotage Summoned when your opponent would Special Summon a monster from their Extra Deck. When a monster is Summoned; it is switched to Defense Position and cannot change battle positions until the owner's next Main Phase 1. This card inflicts Piercing Battle Damage. If this card is destroyed: You can discard your entire hand; add cards from your Graveyard to your hand equal to the number of cards discarded except for the discarded cards.[/i] Link to comment Share on other sites More sharing options...
newhat Posted January 8, 2013 Report Share Posted January 8, 2013 Always hoped they would make this. [color=#006400]Upgrade Monster.[/color] The high concept? [color=#000000]To Upgrade a monster you send it to the Graveyard while it's equipped with specific Equip Cards[/color]. The result is a living-weapon fusion of monster and Spell. Note that the monster is sent, not the Equip Cards, so the Equip Cards are destroyed by game mechanics and things like Inzektor Giga-Mantis will not activate. You can use a Token or Trap Monster for an Upgrade and you can Upgrade under Macro Cosmos. They have Levels. [spoiler="Upgrades"] [color=#000000]Heroic Champion - Noble Knight of Borges[/color] Earth/Warrior/Upgrade 2500/2500/Level 6 1 Level 4 Warrior-Type monster + 1 Equip Spell Card When this card is Upgrade Summoned: You can equip 1 card that was equipped to its Upgrade Material from your Graveyard to this card. During each End Phase: Return this card's ATK to its original ATK, and if you do, destroy 1 card on the field. ---- [color=#000000]Morphtronic Computen[/color] Earth/Machine/Upgrade 1900/1600/Level 5 1 "Morphtronic" monster + 1 Equip Spell Card While in Attack Position: Once per turn, during your opponent's Main Phase: You can change the Battle Positions of any number of monsters (Flip Effects are not activated at this time). While in Defense Position: All monsters your opponent controls must attack if able. Your opponent cannot target another monster for an attack. This card gains 1000 DEF for each "Morphtronic" monster you control. ---- [color=#000000]Bowtie the Social Climber[/color] Dark/Machine/Upgrade 0/200/Level 1 "Shapesnatch" + "[url="http://yugioh.wikia.com/wiki/Amulet_of_Ambition"]Amulet of Ambition[/url]" When a monster is Summoned: You can switch its ATK with this card's ATK, and if you do, negate its effects. ---- [color=#000000]Atomic Ace[/color] Light/Warrior/Upgrade 1500/1300/Level 4 "[url="http://yugioh.wikia.com/wiki/Rocket_Warrior"]Rocket Warrior[/url]" + "[url="http://yugioh.wikia.com/wiki/Light_Laser"]Light Laser[/url]" Cannot be destroyed by battle. Players take no Battle Damage from battles involving this card. If this card battles a monster, at the end of the Damage Step: Banish that monster and draw 1 card. If this card leaves the field: You can destroy all monsters on the field and in both players' hands, and if you do, banish them instead of sending them to the Graveyard.[/spoiler] [spoiler="Support"] [color=#B22222]Solder Soldier[/color] Fire/Machine/Effect 200/1900/Level 3 When this card is flipped face-up: Target 1 Upgrade Monster in your Graveyard (if possible); banish from your Graveyard the Upgrade Materials listed on that target (if any) and Special Summon it, also you can send 1 Upgrade Monster from your Extra Deck to the Graveyard. [color=#008000]Quicksilver Blob[/color] Equip Spell Card The equipped monster gains 800 ATK, it cannot be targeted by Effect Monsters' effects, and it cannot attack directly. If the equipped monster destroys an Effect Monster by battle: You can target 1 face-up card on the field; change its name to the name of your choice. [color=#FF0066]Starmetal Scarecrow[/color] Normal Trap Card When your opponent attacks: Target that monster; negate the attack. If you do, during your opponent's next Standby Phase: You can return this card from your Graveyard to your hand. When a card or effect is activated that targets an Upgrade Monster you control: You can discard this card or flip this Set card face-up; negate the activation, and if you do, destroy it. [/spoiler] Link to comment Share on other sites More sharing options...
Alpakha Posted January 8, 2013 Report Share Posted January 8, 2013 Ugh I'm too lazy to do something >.< Oh well, here it is. [s]Also, you told us to use the fusion monster background, but imma use a Dark Synchro background(since I have Magic Set Editor). It's similar to the Xyz card background, but it doesn't have the galaxy pattern ad it's a dark gray.[/s] [spoiler=Unition Summon] [color=#800080]Unition Summon[/color]: It's kind of like Synchro + Xyz. First you need a Link Monster. Then overlay it with a monster the same level as it and summon a Unition Monster from your Extra Deck. Unition monster have levels not ranks. [color=#800080]Link monsters[/color]: Also, two Link Monsters can unition summon (unlike how a tuner can't sync with a tuner). So two level 3 Link monsters can unition summon a level 3 Unition monster. [color=#800080]Unit[/color]:The monsters (used to summon the Unition monster) are put in the Spell and Trap Zone and called Units. Units aren't treat as Spell and Trap cards, but they aren't treated as monsters either. Just Units on the field. Units can't to used by any Unition monster to activate their effect. Like if you have an Extra Unit from in your S/T zone you can use it to activate the effect of a different Unition Monster even though it wasn't the material of that Unition monster. All of your Units are sent to the Graveyard during your End Phase if you don't control a Unition monster (it can be face-up or face-down). To use units to to release them. It's like detaching an Xyz Material, excpet it goes from the field to the graveyard (or banish zone if macros on field). Your S/T Zone can't have more than 4 Units in it, so once you have 5 you need to destroy 1. No effects are activated though.[/spoiler] I'll post the cards soon. Link to comment Share on other sites More sharing options...
Sora1499 Posted January 11, 2013 Author Report Share Posted January 11, 2013 Since we've gone a week overtime, any cards that are not submitted by midnight today WILL NOT BE JUDGED. Results will be posted tomorrow. Link to comment Share on other sites More sharing options...
Sora1499 Posted January 13, 2013 Author Report Share Posted January 13, 2013 As promised, the results (sorry I'm late): First place goes to newhat's Upgrade monsters. Second goes to Axi's Impact monsters. Finally, third place goes to Striker's Sabotage monsters. Overall placings are: Striker for first place with 33 points, beginning for second with 25 points, and newhat for third with 24 points. Great job, everyone, and thanks for participating! Link to comment Share on other sites More sharing options...
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