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YCM Fall Classic (Round 3 Card Requirement is Up!)


Nathanael D. Striker

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2 Level 7 WATER monsters
When this card is Xyz Summoned: Destroy cards your opponent controls, up to the number of "Ice Barrier" monsters attached to this card. If you control another "Ice Barrier" monster, this card cannot be targeted by card effects. When this card destroys an opponent's monster by battle: You can detach 1 Xyz Material from this card; during your opponent's next turn, negate the effects of all face-up monsters your opponent controls.

 

Wording is like that of Plasma, and is supposed to function likewise. If I worded it incorrectly, you now know the way I intended it. Laelaps is a dog in Greek Mythology that always found/caught its prey, since all Ice Barrier Synchro Monsters were based off a Mythological element.

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[spoiler='Lore']

 

2 Level 4 "Arcana Force" monsters
When this card is Summoned: toss a coin and apply the appropriate effect:
• Heads: while this card has Xyz material: increase the ATK of this card by 300 for each "Arcana Force" monster in your Graveyard. If this card would be destroyed by a card effect: you can detach 1 Xyz material from this card to negate the effect.
• Tails: If this card declares an attack: detach 1 Xyz material from this card. If this card has no Xyz material: Destroy all monsters on the field during the End Phase. 
 
[/spoiler]
 
Here it is, The card that i have made. Hope you like Fairies!
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Guardian Hildir 

[LIGHT]

[☆☆☆☆]

[Beast-Warrior / Xyz / Effect] 

[ATK 2600 / DEF 1800] 

2 Level 4 monsters with different types 
When this card is Xyz Summoned: You can Equip 1 "Rod of Silence - Kay'est" or 1 "Gravity Axe - Grarl" or 1 "Wicked-Breaking Flamberge - Baou" or 1 "Shooting Star Bow - Ceal" or 1 "Twin Swords of Flashing Light - Tryce" from your Deck or Graveyard to a face-up monster you control, and if you do, add 1 "Guardian" monster from your Deck to your hand.  Once per turn: You can detach 1 Xyz Material from this card; Equip all Equip Spell Cards on the field to this card.
 
Here we are.
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Lore:

 

2 Level 4 "Gladiator Beast" monsters
Xyz Materials detached from this card are shuffled back into the Deck. Once per turn, during either players turn: You can detach 1 Xyz Material from this card; "Gladiator Beast" monsters you control cannot be destroyed or targeted by your opponent's card effects during the next Battle Phase. At the end of the Battle Phase, if this card attacked or was attacked while it has Xyz Material: You can return this card to the Extra Deck; Special Summon 2 Level 3 or lower "Gladiator Beast" monsters from your Deck.
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[spoiler='Lore']2 level 4 "Crystal Beast" monsters
When this card is Xyz Summoned, you can special summon 1 "Crystal Beast" monster from your hand or graveyard. You cannot conduct your Battle Phase the turn you activated this effect. Once per turn, you can detach 1 Xyz material from this card and shuffle a card from your hand to your deck to add 1 "Crystal Beast" monster from your deck to your hand. If this face-up card is destroyed while it is in a Monster Card Zone, you can place this card's Xyz Materials face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. You can only control 1 face-up "Crystal Beast Sunstone Phoenix".[/spoiler]

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[spoiler=TechGenusMaster]

Balance: 7/10

Playability: 4/10

Overall Design: 6/10

Average Score: 5.7/10

 

This card take a serious hit in playability when you consider the fact that there are only 3 Level 5 T.G. monsters (Hyper Librarian, Power Gladiator, and Wonder Magician) with Hyper Librarian being limited and Power Gladiator only having a Piercing effect and the draw (which I feel doesn’t warrant being used at all). That leaves Wonder Magician to take up the slack in order to Summon Lightning Sorcerer. Considering it would make more sense for someone to Accel Synchro Summon with Wonder Magician than to Xyz Summon Lightning Sorcerer. So, this card would not be used even though it is a +0 (on its own) if this card is used to its full extent (if you don’t consider the -2 used to Synchro Summon any 2 Level 5 T.G. monsters).

[/spoiler]

[spoiler=CrystalKing]

Balance: 5/10

Playability: 2/10

Overall Design: 5/10

Average Score: 4/10

 

This card’s main flaw is that there are only 2 Level 5 Dark World monsters, and they aren’t even used much anymore considering Grapha is a better boss than Goldd and Silva. Even if this card overcomes the “unconsiderable” Summon, this card proves to be too much and gives Dark World more than they deserve from a monster than shouldn’t be used in the first place. Also, only Dark Worlds would touch this (if they want to deal with the inconsistent Goldd and Silva) since they are the only Deck that can use this to its full-extent.

[/spoiler]

[spoiler=Therrion]

Balance: 7.5/10

Playability: 8/10

Overall Design: 7.5/10

Average Score: 7.7/10

 

Looking at the card by itself, it is a well-designed +0 that contributes to Ice Barriers. However, Gungnir can help this card clear the field upon Summon for a -1 (-1 for Gungnir’s Summon and effect on top of a +0 for Laelaps’ Summon and effect). That -1 holds true if Gungnir is used for both materials, one material, or none of the materials (though the destruction fluxuates in each scenario). The other effects are quite balanced and effective for what they do, and force player-to-player interaction.

[/spoiler]

[spoiler=AixDivadis]

Balance: 8.5/10

Playability: 6.5/10

Overall Design: 8/10

Average Score: 7.7/10

 

When I look at this card, I think it would have been better off being 2 Level 4 Fairy-Type monsters instead though I understand why it is just Cloudians. I just think that this card would see more play if that was the case. Also, Cloudians are a strange bunch that don’t have a lot of Special Summoning capabilities. On top of that, they tend to be weak and quite vulnerable on their own. While this proves to be a powerful option for them by allowing the Level 4 Cloudian monsters’ effects to be used on a 2000 ATK body instead of their weak bodies, it can be somewhat difficult given their current state.

[/spoiler]

[spoiler=Psychic Spirituality]

Balance: 2/10

Playability: 7/10

Overall Design: 3/10

Average Score: 4/10

 

This card does not follow the style of Arcana Force monsters. The Tails effect is supposed to be a negative effect. The effects that are on the card are both positive effects in a sense that you can + off of both effects, which goes against what Arcana Force monsters do. Also, the luck-sacking of Arcana Force is prevalent here, and people tend to dislike cards like that. The Heads effect can make this a walking beatstick that has protection from effects that would destroy it. In all, this is an unfair luck-sacking card that isn’t good design.

[/spoiler]

[spoiler=HijackAttack]

Balance: 8/10

Playability: 6/10

Overall Design: 7/10

Average Score: 7/10

 

From what I looked up, Guardian monsters are quite an inconsistent bunch. They rely on their respective Equip Spells just to be Summoned, though this card helps take care of some of that worry. However, those Guardian monsters tend to have sub-par effects. On the card itself, it is a +1 that doesn’t pose a lot of problems considering that the Guardian monster grabbed won’t be able to do much for you. Though, the Equip Spell that you use can be interesting and pose a few issues given the right scenario. Overall, this card’s promise is dragged down by the rest of the pack.

[/spoiler]

[spoiler=Fraxure]

Balance: 7/10

Playability: 9/10

Overall Design: 8/10

Average Score: 8/10

 

Gladiator Beasts will love this card if released. It is a pseudo -1 that instantly replenishes your Deck when you detach Materials from it (even when you use the last effect, making it a +1). This card’s effects work well (maybe too well) together considering you can detach a Material and attack with this card and any other Gladiator Beasts without worry of those pesky Traps, and then use its other effect to trade off for two Level 3 or lower Gladiator Beasts for further shenanigans. However, I’ve noticed that the Level 4 Glads are used over the Level 3 Glads. So, a new build for this to be used to its potential will be required. Other than that, a nice card for Gladiator Beasts.

[/spoiler]

[spoiler=Infinite Rainbow]

Balance: 8/10

Playability: 7/10

Overall Design: 9/10

Average Score: 8/10

 

This is a card that Crystal Beasts need. Yes, it is a +0; however, it is a +0 that gives Crystal Beasts a card that gives them field advantage. Also, this card’s second effect can help gain key cards and put away cards that aren’t needed. This gives Crystal Beasts some much needed flexibility. Even though they may be a bit slow getting this out (mid-game most likely), this can be a useful tool for them. Though, that last clause is too tough given the fact that this card being in the S/T Zone still counts as being face-up on the field. That restricts the usefulness of other copies.

[/spoiler]

[spoiler=Toyo]

Balance: 7.5/10

Playability: 8.5/10

Overall Design: 8/10

Average Score: 8/10

 

I’m more interested in this card’s second effect than the others as it poses the most worry. Without considering the -1 used to Summon this, that effect allows a +2 in the form of Hole Trap Cards (Bottomless Trap Hole and Trap Hole are the two I commonly think of) that can make for some interesting plays. The fact that Bottomless (which is limited, so not much worry anyways) and Trap Hole can’t touch this allows this to be Summoned a bit more easier. Also, it being generic helps it a lot. Though, its last effect is quite slow and it may not go off the majority of the time. That’s why its second effect does more for it than that effect.

[/spoiler]

 

TechGenusMaster, CrystalKing, and Psychic Spirituality: thank you for participating, but you have been eliminated. For the rest of you guys, close pack. However, I expected some on you guys to do better than you did. Oh well, Sunday is a new day. Enjoy your day off before the second round begins.

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D.D. Commander

[DARK/Level 4/Warrior/Tuner]

Cards sent to the Graveyard are banished instead. When this card is Normal Summoned: You can target 1 of your banished "D.D." monsters; Special Summon it and neither player can Special Summon while that monster is on the field.

ATK/ 1000 DEF/ 1900

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D.D Assassin

[DARK]

[★★★]

[Warrior / Effect]

[ATK 1500 / DEF 1100]

When a card(s) you control would be destroyed by your opponent's card (Either by battle or by a card effect): You can banish 1 card from your Graveyard; Special Summon this card (From your hand). Once per turn: You can banish 1 card from your Graveyard or hand; Target 1 monster on the field: Destroy that target. 

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During either player's turn: You can send this card from your hand to the Graveyard; this turn, any card sent to the Graveyard is banished instead. You can Special Summon this card from your Graveyard by banishing 1 DARK monster you control while your opponent has 4 or more banished cards. Any card sent to the Graveyard is banished instead. This card cannot be banished. You can only control 1 "Djinn of Souls".

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