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Light Counters


Skyson

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A friend and I have been contemplating a unique way to make a Chaos set, incorporating Light and Dark cards. The envoys were an obvious flop, so we looked for something better than just making strong light and dark cards then broken chaos cards. So, we came to this. Light Counters and Dark Counters. We broke the work up between us. I'm working on the Light Counter cards, and he's working on the Dark Counter cards, then we're going to collaborate on the Chaos Cards, which will use both Light and Dark Counters.

 

The operant thing about Light [and Dark] Counters that differs them from other counters is that you keep your own reserve of Counters, instead of placing them on monsters. In essence, the wording changes from "Add 1 counter to this card" to "You gain 1 counter" and "Pay 1 counter" instead of "Remove 1 counter from this card."

 

Now that everything's more clear, here are the cards I've created thusfar:

 

 

Temporal Warrior - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter. When this card is destroyed and sent to the Graveyard, you can pay 3 Light Counters to Special Summon this card to your field.

1650/1700

 

D.D. Lightbringer - LIGHT

2/Spellcaster/Effect

When this card is removed from play from your field, you gain 2 Light Counters.

400/750

 

Mystic Cleric - LIGHT

3/Spellcaster/Effect

Whenever you gain Life Points, you gain 1 Light Counter for each multiple of 500 Life Points gained. When this card is destroyed, you gain 300 Life Points for each of your Light Counters.

1100/1400

 

Paladin of Guidance - LIGHT

3/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). When this card is Summoned, you can add 1 LIGHT monster with a level that is equal to or less than half of your Light Counters from your Deck to your hand. You cannot select "Paladin of Guidance" with this effect.

1300/1000

 

Paladin of Justice - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). When this card battles a monster, you can pay 2 Light Counters to negate the effect(s) of the opponent's monster.

1900/1600

 

Paladin of Bravery - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). When this card attacks a monster with higher ATK than this card, you can pay a number of Light Counters equal to the difference in ATK x 200 to destroy the opponent's monster.

1700/1400

 

Paladin of Courage - LIGHT

3/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). This card cannot be destroyed by battle while it is in face-up Defense Position.

1500/1200

 

Paladin of Spirit - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). You can pay 2 Light Counters to negate the activation and effect of a Normal Spell or Trap Card, once per turn.

1600/1700

 

Kykendia, Archangel of the Rising Sun - LIGHT

8/Fairy/Effect

This card cannot be Special Summoned, except by paying 7 Light Counters. During your End Phase, you gain Light Counters equal to the number of your face-up LIGHT monsters that did not attack during your turn.

2800/2600

 

Dusnea the Wanderer - EARTH

4/Warrior

"Dusnea wanders the world as a lone soldier seeking a higher purpose in life. He seeks to obtain the powers of the divine sanctuary, but does not prefer to fight without a cause."

1450/1500

 

Dusnea the Divine Titan - LIGHT

8/Fairy/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by sending "Dusnea the Wanderer" to the Graveyard with the effect of "Divine Ascension." Once per turn, you can activate 1 of the following effects:

- Pay 2 Light Counters. Destroy 1 card on the field.

- Discard the top card of your Deck. If the card was a monster card, you gain 3 Light Counters.

2900/3000

 

Spectrum Summoner - LIGHT

3/Spellcaster/Effect

When this card is destroyed by battle, you can Special Summon 1 LIGHT monster from your Deck by paying a number of Light Counters equal to the monster's Level +2.

1200/1400

 

Kei, Emissary of Light - LIGHT

6/Fairy/Effect

During your End Phase, you gain Light Counters equal to half of the Light Counters you paid during your turn, rounded down.

2100/1600

 

Star Striker - LIGHT

4/Thunder/Effect

When this card deals Battle Damage, you can pay up to 10 Light Counters. Increase the Battle Damage dealt by 100 for each Light Counter paid with this effect.

1800/1450

 

Sanctuary Dragon - LIGHT

6/Dragon/Effect

When this card battles a monster, before damage calculation, you gain 1 Light Counter.

2200/2000

 

Messenger of Light - LIGHT

4/Fairy/Effect

You gain 1 Light Counter during each of your Standby Phases.

1400/1550

 

Ascension Hunter - LIGHT

4/Thunder/Effect

When this card destroys a monster by battle, you gain 2 Light Counters.

1700/800

 

Star Rock - EARTH

1/Rock/Effect

FLIP: You gain 1 Light Counter.

200/300

 

 

[spells & Traps - to be updated with more at a later date]

 

Ark Flash - Trap

Discard the top 3 cards of your Deck. You gain 1 Light Counter for each Spell or Trap Card discarded in this manner. You lose 1 Light Counter for each monster discarded in this manner.

 

Shining Aura - Equip Spell

When this card is activated, you can pay any number of Light Counters. The equipped monster gains 150 ATK for each Light Counter paid for this effect. Your monsters in the columns adjacent to the equipped monster gain 50 ATK for each Light Counter paid for this effect.

 

Solar Spear - Equip Spell

When this card is activated, you can pay up to 3 Light Counters. The equipped monster accumulates the following effects based on the number of Light Counters paid:

- 1+: The equipped monster gains 300 ATK.

- 2+: When the equipped monster destroys a monster by battle, you gain 1 Light Counter.

- 3: The equipped monster is unaffected by Trap Cards.

 

Divine Ascension - Quick-play Spell

Pay 4 Light Counters and send 1 monster you control to the Graveyard. Special Summon 1 Fairy-type monster from your hand or Deck that is 4 Levels higher than the monster sent to the Graveyard.

 

Paladin Order - Spell

Place 1 "Paladin" monster on the bottom of your Deck from your hand. You gain 3 Light Counters.

 

Spirit Reincarnation - Trap

Special Summon 1 monster from your Graveyard or 1 of your monsters that is removed from play to your field. You must pay Light Counters equal to the monster's Level.

 

Seal of Life - Continuous Trap

Pay 3 Light Counters. Special Summon 1 monster from your Graveyard. If this card is removed from the field, destroy the monster. If the monster is removed from the field, destroy this card.

 

First Existance - Spell

Destroy all cards on your side of the field. You gain 1 Light Counter for each card destroyed by this card's effect.

 

Circle of Life - Continuous Spell

Whenever 1 LIGHT monster is destroyed and sent to the Graveyard from your field, you gain 1 Light Counter.

 

Radiance - Quick-play Spell

Halve the ATK of 1 LIGHT monster you control. You gain Light Counters equal to the monster's halved ATK, divided by 400, rounded down. (tough wording. <_<)

 

Luminous Synthesis - Spell

Draw 1 card from your Deck for every multiple of 3 Light Counters you have. If you activate this card, you cannot gain, lose, or pay any Light Counters during this turn.

 

Paladin's Oath - Trap

Discard 1 card. Pick up cards from the top of your Deck until you reach a "Paladin" monster and Special Summon it. You lose 1 Light Counter for every other card picked up with this card's effect. The other cards are shuffled back into your Deck.

 

 

 

This is all I have as of now. Feedback is appreciated.

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Innovative, to say the least. This reminds me of the mana system that some TCG's have, but incorporated into the YGO rules. S/T's would be helpful for me to give a general rating, but I'll take what I got, along with a question on rulings. Can Kykendia be Normal Summoned / Set?

 

Pro's and Cons

+ Innovative

+ Balance

- No S/T's yet

 

Rating: 8 / 10.

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Some wording issues. Still in its early stages though so it dont matter as of yet.

 

I havent read the Spell and Trap Cards yet, but already I can see the makings of a set that once made everyone will think is great and love. I dont think any of them is unbalanced.

 

Pictures for all of those cards maybe hard to come by though. Are you going to make them into cards?

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