Tesability Black Posted January 31, 2015 Report Share Posted January 31, 2015 Well, I'm scheming a Carrier Alloy for the future incase my Magi does become Infected, but...here's one attempt at it. Name: Corrosive Séance - Sorĉita Plumo Level: 9 Type: Winged-Beast / Zombie / Spirit / Alloy Requirements: 1 non-WIND Zombie-type + 1 WIND Winged-Beast-type monsters Effect: (This card is also treated as a Carrier monster.) If this monster is Special Summoned other than by Alloy Summoning, it is returned to the Hand during the turn's End Phase. When this card leaves the field, return all monsters your opponent controls to their owner's hands. Each player recieves damage equal to 300x the number of monster returned to their hand. ATK: 2600 DEF: 2250 (How this works is if you somehow caused this monster to leave the field while your oppoenent controlled a monster you own as well as one he owns, both monsters return to their owner's hands/Extra decks, but you would take 300 damage and so would the foe, because each one of you has a card returned to you by this effect. If both cards returned in this example were instead both yours, you would have taken 600 damage and the opponent would have taken none. If this guy's reborn via Wild Hunt, however, he doesn't bounce back until Wild Hunt leaves the field. Also, as you guys see, trying to fit 'Winged-Beast / Zombie / Spirit / Carrier / Alloy' in the same line wasn't happening...Also, when I tried to put the ĉ into the name in the Card Maker, it turned into a space, instead...) Link to comment Share on other sites More sharing options...
Bringerofcake Posted February 1, 2015 Report Share Posted February 1, 2015 [spoiler=Infected character] Name:Kron Dracnach Gender: Male Age: 23 Faction: Infected/C-Sec [spoiler=Appearance][/spoiler] [spoiler=Personality]Kron is quiet and withdrawn when he initially meets someone. Rather than directly engage, he observes them from a distance first, learning their mannerisms and habits. From there, he learns how to manipulate them best, and can proceed to utilize that knowledge to spread the infection further. Since coming into contact with the infection, he has taken a pragmatic devotion to spreading it. He believes that the essence of power is control, regardless of the form. Different methods work on different people, and therefore analysis is necessary in order to best leverage those methods. Kron still maintains an open mind about the world that he intends to destroy. He maintains a significant interest in how the virus actually functions, what it is and how to combat it (mostly to anticipate the tactics of those who would stand in the way of the infected). However, as the virus spreads and grows in strength, that thirst for knowledge turns to paranoia, as the dangers of the world beseige his mind. The open-mindedness he displayed initially becomes shuttered, as the world he explored and learned from bares its fangs - or so he thinks. Eventually, the infection, having done its work, will leave him a gibbering wreck, as all of the things he has done will come to him at once, annihilating his mind with the suffering he has caused and the minds he has erased.[/spoiler] [spoiler=Biography]As a child, Kron loved to explore and see things in action. All the childhood injuries he sustained would have bankrupted any lower class family, but he was born to the incredibly affluent Kralga Dracnach, owner and CEO of Drakka Telecommunications Inc, which manufactures and designs almost all of C-Sec's telecom gear. Kralga's father had positioned himself to monopolize communications near the beginning of Center's rise to power, and the family has been seeing the benefits ever since. As he grew older, he was given private tutors to learn all there was to know before being styled as his father's successor, but that did not squelch his observer's spirit. It is unknown how he managed to get infected, as he simply awoke one morning with purpose in mind. After a very heated argument with his father, he went to C-Sec, where his last name and stunning intellect led hi to rise through the ranks, situating him to initiate his wide-spread infection plan.[/spoiler] Deck: Aliens. The jist of the deck is to put A-Counters on cards (most of the time your opponent's monsters) and either debilitate opposing monsters or use them for card effects. Ace Card(s): Cosmic Assimilator E-Erkh, Cosmic Fortress Gol'gar, Alien Tyrant (E-Erkh and Tyrant are in the link below) Custom Cards:http://forum.yugiohcardmaker.net/topic/328522-some-stuff-for-an-rp/[/spoiler] Link to comment Share on other sites More sharing options...
BANZAI!!!! Posted February 1, 2015 Author Report Share Posted February 1, 2015 [R]EVOLVE now has a dedicated skype chat. If any of you would like to be added to it and i don't have your skype contact info already, please PM it to me. Link to comment Share on other sites More sharing options...
Cirrus Posted February 1, 2015 Report Share Posted February 1, 2015 [spoiler=Token, the Wild Child] Deck: Master and Kin – A deck based around the “Beast Lord” and “Beast Kin” archetypes, which involve support and beat down strategy. [spoiler=Ace Cards] Fallen Beast Lord Wulfrex, the Crimson Claw NO ATTRIBUTE ******** Beast / Beast-Warrior / Carrier / Alloy / Effect 1 FIRE Beast-Type monster + 1 EARTH Beast-Warrior-Type monster When this card is Alloy Summoned: Special Summon 1 “Beast Kin” monster form your hand, Deck or Graveyard. While that monster is face-up on the field, this card and that monster are unaffected by the effects of your opponent’s cards. ATK: 2500 / DEF: 2000 Gaius Omnius, the Ultimate Beast Lord EARTH ********** Beast-Warrior / Fusion / Effect 1 “Ascended Beast Lord” monster + 1 “Awakened Beast Kin” monster Can only be Special Summoned by Fusion Summon. Banish the Fusion Material Monsters used to Fusion Summon this card. While this card is on the field, you can only Summon 1 monster per turn. Once per turn: You can Special Summon 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your hand or Graveyard. When a “Beast Lord” monster, or 1 “Beast Kin” monster is Summoned: You can return that monster to its owner’s hand and apply 1 of the following effects; · Until the end of the next turn, this card is unaffected by the effects of cards that target. · Add 1 “Beast Lord”, “Beast Kin”, or “Master and Kin” card from your Deck or Graveyard to your hand. ATK: 3800 / DEF: 3500[/spoiler] [spoiler=Custom Cards] [spoiler=Main Deck] Beast Lord Wulfric, the Iron Paw EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Beast-Type monsters are unaffected by the effect of your opponent’s Trap cards during the Battle Phase. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. ATK: 1400 / DEF: 1000 Beast Lord Olivia, the Martyred Wing EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Once per turn, a Beast-Type monster you control cannot be destroyed by battle. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. When you would Fusion Summon a Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type monster, you can banish this card from your Graveyard as a Fusion Material Monster. ATK: 1000 / DEF: 1500 Beast Lord Nami, the Tide Singer EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. When a Beast-Type monster is destroyed: Draw 1 card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. ATK: 1200 / DEF: 1300 Beast Lord David, the Sky Tamer EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. A Beast-Type Synchro monster Summoned by using this card as a Synchro Material Monster gains this effect: While this card is on the field or in the Graveyard, when a “Beast Lord” monster would Special Summon a “Beast Kin” monster, you can Special Summon 1 “Beast Kin” monster from your Graveyard instead. ATK: 1500 / DEF: 800 Beast Lord Tyrus, the Cruel Master EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Once per turn: You can destroy 1 Beast-Type monster you control; destroy 2 cards on the field. You cannot Summon Beast-Type monsters for the remainder of the turn you used this effect. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. ATK: 1400 / DEF: 1000 Beast Kin Rex, the Molten Wolf FIRE **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles a monster with a Level equal to or lower than this card’s, halve the ATK of the opposing monster until the end of the Damage Step. ATK: 1500 / DEF: 1300 Beast Kin Shimmerwing, the Snow Owl LIGHT **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles during your opponent’s Battle Phase: You can change this card to Defence Position, then, increase the DEF of this card by 800 until the end of the Battle Phase. When you would Fusion Summon a Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type monster, you can banish this card from your Graveyard as a Fusion Material Monster. ATK: 1400 / DEF: 1200 Beast Kin Shyden, the Colossal Squid WATER **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. Once per turn: You can return this card and 1 card your opponent controls to their owner’s hand. Until the End Phase of the next turn those cards cannot leave the hand, except by a card effect. ATK: 1600 / DEF: 1500 Beast Kin Zephyre, the Sky Drake WIND **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When you Summon a “Beast Lord” monster: You can Special Summon this card from your hand or Graveyard. You can only use this effect once per duel. A Beast-Type Synchro Monster Summoned by using this card as a Synchro Material Monster gain this effect. When this card destroys a monster by battle or by effect: You can add 1 “Beast Lord” or “Beast Kin” monster from your Deck or Graveyard to your hand. ATK: 1800 / DEF: 900 Beast Kin Endymion, the Tortured Unicorn DARK **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. While you control no other monsters, double this card’s Original ATK. When you Summon a “Beast Lord” monster: Destroy this card. ATK: 1200 / DEF: 1200[/spoiler] [spoiler=Extra Deck] Awakened Beast Kin Rex, the Courageous Infernal Hellhound FIRE ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters When this card declares an attack, your opponent cannot activate card effects until the end of the Damage Step. Banish monsters this card destroys by battle. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 2300 / DEF: 2000 Awakened Beast Kin Shimmerwing, the Heavenly White Phoenix LIGHT ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters When a “Beast Lord” monster you control is declared as an attack target: You can discard 1 card; end the Battle Phase and proceed to the End Phase. Card effects cannot be activated during the End Phase of the turn you used this effect. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 1400 / DEF: 2800 Awakened Beast Kin Shyden, the Compassionate Colossal Kraken WATER ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters Once per turn, when a “Beast Lord” monster battles, before Damage Calculation: You can destroy 1 card on the field (excluding the battling monsters). If a “Beast Lord” monster you control would leave the field (either by battle or by card effect): You can shuffle this card into your Extra Deck instead. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 2200 / DEF: 2200 Awakened Beast Kin Zephyre, the Fierce Sky Dragon WIND ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters This card can attack your opponent directly, but any Battle Damage your opponent receives is halved. When a “Beast Lord” or “Beast Kin” monster you control leaves the field: You can Special Summon this card from your Graveyard. You can only use this effect once per duel. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 2400 / DEF: 1900 Awakened Beast Kin Endymion, the Pitch Black Nightmare DARK ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters While this is the only monster you control, your opponent cannot activate card effects during the Battle Phase. This card can attack twice during each Battle Phase, and it inflicts Piercing Battle Damage. You cannot Summon “Beast Lord” monsters. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 2700 / DEF: 1800 Ascended Beast Lord Wulfric, the Molten Paw FIRE ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. The Original ATK of “Beast Kin” monsters with less than 2000 ATK become 2000. Beast-Type monsters are unaffected by the effects of your opponent’s monster and Trap cards during the Battle Phase. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 2500 / DEF: 2000 Ascended Beast Lord Olivia, the Sainted Wing LIGHT ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Beast-Type monsters you control cannot be destroyed by your opponent’s card effects. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 1700 / DEF: 3000 Ascended Beast Lord Nami, the Storm Singer WATER ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Once per turn: You can reveal any number of “Beast Lord”, “Beast Kin”, or “Master and Kin” cards in your hand; shuffle the revealed cards into your Deck, then draw cards equal to the number of shuffled cards. If you shuffled in exactly 1 of each of the above cards, you can draw 1 more card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 1500 / DEF: 1800 Ascended Beast Lord David, the Sky Lord WIND ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Increase the ATK of “Beast Kin” monsters Summoned by the effect of a “Beast Lord” monster by 500, and during the turn they were Summoned, if they destroy a monster by battle: You can draw 1 card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 2400 / DEF: 1900 Ascended Beast Lord Tyrus, the Cruel Executioner DARK ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. When a Beast-Type monster is Summoned: Destroy that monster, and inflict damage to your opponent equal to half the ATK of the destroyed monster. Once per turn: You can banish 1 “Beast Kin” monster from your Graveyard; destroy 1 card on the field. ATK: 2500 / DEF: 900 Gaius Omnius, the Ultimate Beast Lord EARTH ********** Beast-Warrior / Fusion / Effect 1 “Ascended Beast Lord” monster + 1 “Awakened Beast Kin” monster Can only be Special Summoned by Fusion Summon. Banish the Fusion Material Monsters used to Fusion Summon this card. While this card is on the field, you can only Summon 1 monster per turn. Once per turn: You can Special Summon 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your hand or Graveyard. When a “Beast Lord” monster, or “Beast Kin” monster is Summoned: You can return that monster to its owner’s hand and apply 1 of the following effects; Until the end of the next turn, this card is unaffected by the effects of cards that target. Add 1 “Beast Lord”, “Beast Kin”, or “Master and Kin” card from your Deck or Graveyard to your hand. ATK: 3800 / DEF: 3500 Fallen Beast Lord Wulfrex, the Crimson Claw NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 FIRE Beast-Type monster + 1 EARTH Beast-Warrior-Type monster When this card is Alloy Summoned: Special Summon 1 “Beast Kin” monster form your hand, Deck or Graveyard. While that monster is face-up on the field, this card and that monster are unaffected by the effects of your opponent’s cards. ATK: 2500 / DEF: 2000 Cursed Beast Lord Olivierwing, the Fallen Wing NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 LIGHT Beast-Type monster + 1 EARTH Beast-Warrior-Type monster When a "Beast Kin" monster is sent to the Graveyard: You can banish 1 "Beast Lord" or "Beast Kin" monster (excluding the sent monster) from your Graveyard; add that monster to your hand. ATK: 1700 / DEF: 3000 Cursed Beast Lord Namyden, the Tainted Sea NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 WATER Beast-Type monster + 1 EARTH Beast-Warrior-Type monster Once per turn: You can banish 1 "Beast Kin" monster from your Graveyard; draw 1 card. ATK: 1500 / DEF: 1800 Cursed Beast Lord Daphyre, the Polluted Sky NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 WIND Beast-Type monster + 1 EARTH Beast-Warrior-Type monster When you Summon a "Beast Kin" monster: You can banish it; add 1 "Beast Lord" or "Beast Kin" monster from your Deck to your hand. ATK: 2400 / DEF: 1900 Cursed Beast Lord Tyremion, the Mad Destroyer NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 DARK Beast-Type monster + 1 EARTH Beast-Warrior-Type monster Once per turn: You can banish 1 "Beast Kin" monster from your Graveyard; inflict damage to your opponent equal to the ATK of the banished monster. ATK: 2500 / DEF: 900[/spoiler] [spoiler=Spells & Traps] Burial of Master and Kin Normal Spell Banish 1 “Beast Lord” and 1 “Beast Kin” monster from your Graveyard; draw 2 cards. You can only activate 1 “Burial of Master and Kin” per turn. Rebirth of Master and Kin Normal Spell Banish 1 “Beast Lord” or “Beast Kin” monster from your Graveyard; add 1 “Beast Lord” or “Beast Kin” monster from your Deck to your hand. Bond Between Master and Kin Continuous Spell During either player’s Main Phase: You can Fusion Summon 1 Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type Fusion Monster from your Extra Deck, using monsters from your field or hand as Fusion Material Monsters. During either player’s Main Phase: You can target 1 “Awakened Beast Kin” monster or 1 “Ascended Beast Lord” monster you control; shuffle that monster into your Extra Deck, then, if the Material Monsters used to Fusion/Synchro Summon that monster are in your Graveyard, you can Special Summon them to either side of the field. You can only use each effect of “Bond Between Master & Kin” once per turn. Solidarity of Master and Kin Continuous Spell · If you control a “Beast Lord” monster, increase the ATK of “Beast Kin” monsters you control by 600. · If you control a “Beast Kin” monster, increase the ATK of “Beast Lord” monsters you control by 400. When this card is sent to the Graveyard: You can add 1 “Beast Lord” monster from your Deck or Graveyard to your hand. The Trials of Master and Kin Continuous Trap You can only control 1 “The Trials of Master and Kin”. You can only activate 1 of the following effects per turn. · If you control only a “Beast Lord” monster(s): You can Special Summon 1 “Beast Kin” monster from your Graveyard. You cannot activate this card’s effect while you control a monster Summoned by this effect. If a monster Summoned by this effect is destroyed and sent to the Graveyard: Destroy this card. · If you control only a “Beast Kin” monster(s): You can Special Summon 1 “Beast Lord” monster from your Graveyard. You cannot activate this card’s effect while you control a monster Summoned by this effect. If a monster Summoned by this effect is destroyed and sent to the Graveyard: Destroy this card. The Rage of Master and Kin Continuous Trap When a “Beast Lord” or “Beast Kin” monster is Summoned: You can negate that card’s effect; that monster cannot be targeted or destroyed by card effects while it remains face-up on the field. When this card is sent to the Graveyard: You can add 1 “Master and Kin” card (excluding “The Rage of Master and Kin”) from your Deck or Graveyard to your hand.[/spoiler][/spoiler][/spoiler] Doing a card review of this archetype. So, let's get to it! The first thing I notice about your archetype Tuners are that they all have the ability to, if you controlled no monsters previous to their summon, fetch an archetype non-Tuner (i.e. Beast) from the Deck. This effect is slightly absurd; although it does allow you the ability to come back, as it were, it also makes it so that you never have the necessity to come back in the first place. By summoning any Tuner, you gain access to the entirety of the Synchro toolbox and then the Fusion toolbox after it dies. What I'm saying is, the ability to freely +1 to the field just on Normal Summon (and then subsequently make a power play!) is a very dangerous gimmick to have, especially because in an RP you never brick draws anyway. The ability to Special Summon from the hand is fine and enables a good amount of speed, so I'm not sure if the fetch-from-deck really needs to be free, or even ... well, be. I recommend the following solution, but you are free to come up with alternatives: Require a discard to fetch from deck, and additionally possibly also limit the card that can be fetched. Redundancy on top of consistency is just ... Now let's move on to the actual evaluation of the Effect Monsters only (not the Extra Deck monsters): Tuners: Wulfric / Olivia / Nami all look fine. What's up with David's effect to enable in the Graveyard? That doesn't seem very necessary and the card looks fine without that part. Tyrus's destruction effect is not inherently bad, but not good if it's on a level 3 Tuner monster. Please reduce it to being worse than Scrap Dragon (141). Non-Tuners: The gimmick for these guys is a little dangerous as well, mostly in the fact that it promotes little interaction; but your monsters are dorks for the most part. Anyway. Rex / Shimmerwing: Okay, no problem. These cards are fine. Shyden: This is a free bounce, as you are going to be Special Summoning this guy with a Beast Lord's effect, that also gets rid of your opponent's boss monster. How are you going to make sure that the card returned doesn't get used anyway? The flavor is nice, but the execution is a little overwhelming. This card is better than Grand Mole! Please fix this. Zephyre: this card is quite good and I'm not sure if both parts of the effect need to be on the same card, but it's not a huge issue. Why from either deck or grave though? I don't understand, please make it one or the other. Endymion: this card is fine. I like everything about this card. Synchro Monsters: Ideally, please take the clause that fetches the Continuous Spell Fusion enabler away. It's not like you're going to have trouble finding it (unless you want to create drama, which is cool too). Given the Continuous Spell isn't actually Blaze Accelerator levels of bad I'm not so sure the ability to fetch it is needed. Rex: this card is pretty okay and doesn't look very out of place. It's a better Armades that's archetype-specific. Fine. Shimmerwing: Seems a little ... forceful in that it basically tells the opponent "ok you can't attack me if I discard", but the effect itself isn't actually that broken. Shyden: Please make this card target. Otherwise fine. Zephyre: Probably not going to be too much of a problem. It can sneak in wins but doesn't have protection by itself. Endymion: A good design. I like its prominent strengths and weaknesses. Fusion Monsters: Wulfric: I like this card. Pass. Olivia: Fine. Nami: For flavor reasons I would add in a maximum 3-card clause. It seems to make more sense! David: Probably fine. Tyrus: Acceptable. Ideally make the destruction on this target, but it's not necessary ...? Gaius Omnius: Fine! An impressive boss monster. Alloys: These all look ok. We discussed the burn effect on the last one. Spells and Traps: Solidarity: I'm not sure why Solidarity gives free resources when sent from anywhere. Please restrict it to either the Deck or the Graveyard, and additionally make it only trigger when sent from the field, but I would recommend making it do something else altogether; for example, the ability to banish it from the Graveyard for a combat trick? Trials: Fine. An archetype-specific Miracle Fertilizer with some interesting usages. It's very good but also interactive. I think when you kill this card, the monster summoned by the effect should also die, though. Rage: I would rather this card had a banish effect that gave a 1-turn version of the effect (without the negation even, possibly). Redundancy on top of ... basically, same problem as Solidarity. 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BANZAI!!!! Posted February 1, 2015 Author Report Share Posted February 1, 2015 [spoiler=Token, the Wild Child] “I’m not in it for you; I’m in it for those without a voice to complain about what a s*** job you guys are doing.” Name: Token Gender: M Age: 18 Faction: Hydra / Infected Appearance: Unhooded, Token’s silver hair is kept at a medium length, which matches his fair, slightly brown skin quite nicely. The middle portion of the back of his hair is slightly longer, and kept bound by a small braid. His listless brown eyes seem continually focused, much like a predator stalking his prey. His canine teeth are slightly longer than normal people’s. Usually, he wears a wolf-head hoodie that hangs over his face, to keep his face hidden as he sees through the eyeholes. Faux-fur runs down the back of the hoodie and along the sleeves of his jacket. He wears matching grey claw gloves, with sharp metal claws. Underneath the jacket he wears a plain grey t-shirt with a generic grey wolf on it. He wears long black pants, with his boots tucked in underneath them. Metal claws were sloppily soldered to the steel tips of the boots. Though it can’t be seen underneath his thick clothing, Token possesses a strong and well-toned body. He always stands in a slouched position, as if about to pounce and attack. Personality: Post-infection, Token has become a hunter. Having abandoned his previous life he has taken on his perceived role of a sort of ‘Defender of Nature’, and has grown to absolutely hate the industrialist nature of Eden, and what is being done with the city and its people in general. He is not above b****ing about what people are doing to the world, and how swiftly they are trying to pile-drive it further into the hole every seems adamant to keep digging. Which is why he’s teamed up with Hydra, as their guerrilla tactics are the perfect outlet for his growingly violent tendencies as he preys on weak and strong alike, regardless of their positions. He doesn’t really care about what Hydra is trying to achieve, but so long as their goals line up with his, then he’s all the more content to simply smile and nod for their orders. Token is usually short on words unless they’re ones used to insult someone, as he little time and patience for people talking about stuff he doesn’t care about. He is stalwartly repelling the various influences of the infection, despite having his general personality already been overtaken by it. He stoically refuses to use his Carrier card, though every duel his defences are gradually weakening. He is incredibly mean-spirited to anyone around him, though he does have a spot-spot for a constructed squirrel made from the powers gained via the Infection. Biography: Token’s parents died in infancy, as a result, he was taken care of by his relatives, who could scarcely support themselves as is. He grew up along his cousins, who weren’t very happy that he was around. When he was as young as four his much older cousins had a tendency to beat him up, building a very hateful personality in such a young kid. As they grew up he eventually started fighting back, and chose to keep fighting in his life. Once he reached around the age of 10, he joined his relatives in working on the various resource farms, where he helped tending to the animals bred for food. He was worked hard, but he would never break, having found an affinity for the animals he cared for, despite knowing they would shortly be eaten by the upper class twits who run this hellhole. He managed to obtain his first duel disk and his current deck from a house he looted during a riot, and he gained a deep affection for the cards. Dueling was an excellent method of working out his frustrations of the world, and he continued to duel for many years until something unfortunate happened. Off work, he was hunting around an evacuated area for something to loot, but something hunted him first. He was infected by the Infection, and his world was turned upside-down by it entering and infecting his mind. His thoughts were twisted as was his “Wulfrex” Alloy card, becoming a Carrier card. Infected so thoroughly, his anger and hatred tripled three-fold as his affection for his deck turned into a full-on obsession. His anger had grown to the point he attacked people during the night, whether it was a poor person, or a fat upper class he was lucky enough to ambush. His hatred burned even more fiercely as he couldn’t satisfy his bloodlust. That, was when he decided to join Hydra. Though before he did, he snuck into the farm he used to work on, and set all the animals free. Leaving the farm in ruins, he set off to join Hydra. Deck: Master and Kin – A deck based around the “Beast Lord” and “Beast Kin” archetypes, which involve support and beat down strategy. [spoiler=Ace Cards] Fallen Beast Lord Wulfrex, the Crimson Claw NO ATTRIBUTE ******** Beast / Beast-Warrior / Carrier / Alloy / Effect 1 FIRE Beast-Type monster + 1 EARTH Beast-Warrior-Type monster When this card is Alloy Summoned: Special Summon 1 “Beast Kin” monster form your hand, Deck or Graveyard. While that monster is face-up on the field, this card and that monster are unaffected by the effects of your opponent’s cards. ATK: 2500 / DEF: 2000 Gaius Omnius, the Ultimate Beast Lord EARTH ********** Beast-Warrior / Fusion / Effect 1 “Ascended Beast Lord” monster + 1 “Awakened Beast Kin” monster Can only be Special Summoned by Fusion Summon. Banish the Fusion Material Monsters used to Fusion Summon this card. While this card is on the field, you can only Summon 1 monster per turn. Once per turn: You can Special Summon 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your hand or Graveyard. When a “Beast Lord” monster, or 1 “Beast Kin” monster is Summoned: You can return that monster to its owner’s hand and apply 1 of the following effects; · Until the end of the next turn, this card is unaffected by the effects of cards that target. · Add 1 “Beast Lord”, “Beast Kin”, or “Master and Kin” card from your Deck or Graveyard to your hand. ATK: 3800 / DEF: 3500[/spoiler] [spoiler=Custom Cards] [spoiler=Main Deck] Beast Lord Wulfric, the Iron Paw EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Beast-Type monsters are unaffected by the effect of your opponent’s Trap cards during the Battle Phase. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. ATK: 1400 / DEF: 1000 Beast Lord Olivia, the Martyred Wing EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Once per turn, a Beast-Type monster you control cannot be destroyed by battle. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. When you would Fusion Summon a Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type monster, you can banish this card from your Graveyard as a Fusion Material Monster. ATK: 1000 / DEF: 1500 Beast Lord Nami, the Tide Singer EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned,you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. When a Beast-Type monster is destroyed: Draw 1 card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. ATK: 1200 / DEF: 1300 Beast Lord David, the Sky Tamer EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. A Beast-Type Synchro monster Summoned by using this card as a Synchro Material Monster gains this effect: While this card is on the field, when a “Beast Lord” monster would Special Summon a “Beast Kin” monster, you can Special Summon 1 “Beast Kin” monster from your Graveyard instead. ATK: 1500 / DEF: 800 Beast Lord Tyrus, the Cruel Master EARTH *** Beast-Warrior / Tuner / Effect When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Once per turn: You can target 1 Beast-Type monster you control and 1 card on the field; destroy those targets. You cannot Summon Beast-Type monsters for the remainder of the turn you used this effect. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. ATK: 1400 / DEF: 1000 Beast Kin Rex, the Molten Wolf FIRE **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles a monster with a Level equal to or lower than this card’s, halve the ATK of the opposing monster until the end of the Damage Step. ATK: 1500 / DEF: 1300 Beast Kin Shimmerwing, the Snow Owl LIGHT **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles during your opponent’s Battle Phase: You can change this card to Defence Position, then, increase the DEF of this card by 800 until the end of the Battle Phase. When you would Fusion Summon a Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type monster, you can banish this card from your Graveyard as a Fusion Material Monster. ATK: 1400 / DEF: 1200 Beast Kin Shyden, the Colossal Squid WATER **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles: You can return this card and the opposing monster to the hand. The opposing monster must be able to return to the hand in order to activate and resolve this effect. Until the End Phase of the next turn those cards cannot leave the hand, except by a card effect. ATK: 1600 / DEF: 1500 Beast Kin Zephyre, the Sky Drake WIND **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When you Summon a “Beast Lord” monster: You can Special Summon this card from your hand or Graveyard. You can only use this effect once per duel. A Beast-Type Synchro Monster Summoned by using this card as a Synchro Material Monster gain this effect. When this card destroys a monster by battle or by effect: You can add 1 “Beast Lord” or “Beast Kin” monster from your Deck or Graveyard to your hand. ATK: 1800 / DEF: 900 Beast Kin Endymion, the Tortured Unicorn DARK **** Beast / Effect If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. While you control no other monsters, double this card’s Original ATK. When you Summon a “Beast Lord” monster: Destroy this card. ATK: 1200 / DEF: 1200[/spoiler] [spoiler=Extra Deck] Awakened Beast Kin Rex, the Courageous Infernal Hellhound FIRE ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters When this card declares an attack, your opponent cannot activate card effects until the end of the Damage Step. Banish monsters this card destroys by battle. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 2300 / DEF: 2000 Awakened Beast Kin Shimmerwing, the Heavenly White Phoenix LIGHT ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters When a “Beast Lord” monster you control is declared as an attack target: You can discard 1 card; end the Battle Phase and proceed to the End Phase. Card effects cannot be activated during the End Phase of the turn you used this effect. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 1400 / DEF: 2800 Awakened Beast Kin Shyden, the Compassionate Colossal Kraken WATER ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters Once per turn, when a “Beast Lord” monster battles, before Damage Calculation: You can target 1 card on the field (excluding the battling monsters); destroy that card. If a “Beast Lord” monster you control would leave the field (either by battle or by card effect): You can shuffle this card into your Extra Deck instead. ATK: 2200 / DEF: 2200 Awakened Beast Kin Zephyre, the Fierce Sky Dragon WIND ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters This card can attack your opponent directly, but any Battle Damage your opponent receives is halved. When a “Beast Lord” or “Beast Kin” monster you control leaves the field: You can Special Summon this card from your Graveyard. You can only use this effect once per duel. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 2400 / DEF: 1900 Awakened Beast Kin Endymion, the Pitch Black Nightmare DARK ******* Beast / Synchro / Effect 1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters While this is the only monster you control, your opponent cannot activate card effects during the Battle Phase. This card can attack twice during each Battle Phase, and it inflicts Piercing Battle Damage. You cannot Summon “Beast Lord” monsters. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand. ATK: 2700 / DEF: 1800 Ascended Beast Lord Wulfric, the Molten Paw FIRE ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. The Original ATK of “Beast Kin” monsters with less than 2000 ATK become 2000. Beast-Type monsters are unaffected by the effects of your opponent’s monster and Trap cards during the Battle Phase. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 2500 / DEF: 2000 Ascended Beast Lord Olivia, the Sainted Wing LIGHT ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Beast-Type monsters you control cannot be destroyed by your opponent’s card effects. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 1700 / DEF: 3000 Ascended Beast Lord Nami, the Storm Singer WATER ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Once per turn: You can reveal up to 3 “Beast Lord”, “Beast Kin”, or “Master and Kin” cards in your hand, then shuffle the revealed cards into your Deck; draw cards equal to the number of shuffled cards. If you shuffled in exactly 1 of each of the above cards, you can draw 1 more card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 1500 / DEF: 1800 Ascended Beast Lord David, the Sky Lord WIND ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Increase the ATK of “Beast Kin” monsters Summoned by the effect of a “Beast Lord” monster by 500, and during the turn they were Summoned, if they destroy a monster by battle: You can draw 1 card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000. ATK: 2400 / DEF: 1900 Ascended Beast Lord Tyrus, the Cruel Executioner DARK ******** Beast-Warrior / Fusion / Effect 1 “Beast Lord” monster + 1 Beast-Type monster Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. When a Beast-Type monster is Summoned: Destroy that monster, and inflict damage to your opponent equal to half the ATK of the destroyed monster. Once per turn: You can banish 1 “Beast Kin” monster from your Graveyard; destroy 1 card on the field. ATK: 2500 / DEF: 900 Gaius Omnius, the Ultimate Beast Lord EARTH ********** Beast-Warrior / Fusion / Effect 1 “Ascended Beast Lord” monster + 1 “Awakened Beast Kin” monster Can only be Special Summoned by Fusion Summon. Banish the Fusion Material Monsters used to Fusion Summon this card. While this card is on the field, you can only Summon 1 monster per turn. Once per turn: You can Special Summon 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your hand or Graveyard. When a “Beast Lord” monster, or “Beast Kin” monster is Summoned: You can return that monster to its owner’s hand and apply 1 of the following effects; Until the end of the next turn, this card is unaffected by the effects of cards that target. Add 1 “Beast Lord”, “Beast Kin”, or “Master and Kin” card from your Deck or Graveyard to your hand. ATK: 3800 / DEF: 3500 Fallen Beast Lord Wulfrex, the Crimson Claw NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 FIRE Beast-Type monster + 1 EARTH Beast-Warrior-Type monster When this card is Alloy Summoned: Special Summon 1 “Beast Kin” monster form your hand, Deck or Graveyard. While that monster is face-up on the field, this card and that monster are unaffected by the effects of your opponent’s cards. ATK: 2500 / DEF: 2000 Cursed Beast Lord Olivierwing, the Fallen Wing NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 LIGHT Beast-Type monster + 1 EARTH Beast-Warrior-Type monster Once per turn when a "Beast Kin" monster is sent to the Graveyard: You can banish 1 "Beast Lord" or "Beast Kin" monster (excluding the sent monster) from your Graveyard; add that monster to your hand. ATK: 1700 / DEF: 3000 Cursed Beast Lord Namyden, the Tainted Sea NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 WATER Beast-Type monster + 1 EARTH Beast-Warrior-Type monster Once per turn: You can banish 1 "Beast Kin" monster from your Graveyard; draw 1 card. ATK: 1500 / DEF: 1800 Cursed Beast Lord Daphyre, the Polluted Sky NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 WIND Beast-Type monster + 1 EARTH Beast-Warrior-Type monster When you Summon a "Beast Kin" monster: You can banish it; add 1 "Beast Lord" or "Beast Kin" monster from your Deck to your hand. ATK: 2400 / DEF: 1900 Cursed Beast Lord Tyremion, the Mad Destroyer NO ATTRIBUTE ******* Beast / Beast-Warrior / Carrier / Alloy / Effect 1 DARK Beast-Type monster + 1 EARTH Beast-Warrior-Type monster Once per turn: You can banish 1 "Beast Kin" monster from your Graveyard; inflict damage to your opponent equal to half the ATK of the banished monster. ATK: 2500 / DEF: 900[/spoiler] [spoiler=Spells & Traps] Burial of Master and Kin Normal Spell Banish 1 “Beast Lord” and 1 “Beast Kin” monster from your Graveyard; draw 2 cards. You can only activate 1 “Burial of Master and Kin” per turn. Rebirth of Master and Kin Normal Spell Banish 1 “Beast Lord” or “Beast Kin” monster from your Graveyard; add 1 “Beast Lord” or “Beast Kin” monster from your Deck to your hand. Bond Between Master and Kin Continuous Spell During either player’s Main Phase: You can Fusion Summon 1 Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type Fusion Monster from your Extra Deck, using monsters from your field as Fusion Material Monsters. During either player’s Main Phase: You can target 1 “Awakened Beast Kin” monster or 1 “Ascended Beast Lord” monster you control; shuffle that monster into your Extra Deck, then, if the Material Monsters used to Fusion/Synchro Summon that monster are in your Graveyard, you can Special Summon them to either side of the field. You can only 1 effect of “Bond Between Master & Kin” per turn, and only once that turn. Solidarity of Master and Kin Continuous Spell · If you control a “Beast Lord” monster, increase the ATK of “Beast Kin” monsters you control by 600. · If you control a “Beast Kin” monster, increase the ATK of “Beast Lord” monsters you control by 400. When a “Beast Lord” or “Beast Kin” monster battles, before Damage Calculation: You can banish this card and 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your Graveyard; the battling monster gains 1000 ATK until the end of the Battle Phase. The Trials of Master and Kin Continuous Trap You can only control 1 “The Trials of Master and Kin”. You can only activate 1 of the following effects per turn. · If you control only a “Beast Lord” monster(s): You can Special Summon 1 “Beast Kin” monster from your Graveyard. You cannot activate this card’s effect while you control a monster Summoned by this effect. If a monster Summoned by this effect is destroyed and sent to the Graveyard: Destroy this card. · If you control only a “Beast Kin” monster(s): You can Special Summon 1 “Beast Lord” monster from your Graveyard. You cannot activate this card’s effect while you control a monster Summoned by this effect. If a monster Summoned by this effect is destroyed and sent to the Graveyard: Destroy this card. When this card is destroyed, destroy any monsters Summoned by this effect. The Rage of Master and Kin Continuous Trap When a “Beast Lord” or “Beast Kin” monster is Summoned: You can negate that card’s effect; that monster cannot be targeted or destroyed by card effects while it remains face-up on the field. During either player’s turn: You can banish this card from your Graveyard to target 1 “Beast Lord” monster, or 1 “Beast Kin” monster you control; that monster cannot be targeted or destroyed by card effects until the End Phase of this turn.[/spoiler][/spoiler][/spoiler] Accepted Link to comment Share on other sites More sharing options...
The Warden Posted February 1, 2015 Report Share Posted February 1, 2015 [spoiler=Jayce Tremaine, the Racketeer Cop] “You want mercy? Sorry, that costs extra.” Name: Jayce Tremaine Gender: M Age: 26 Faction: E-Sec Appearance: See above for on the beat. Off the beat, as in, at home and drinking heavily, he wears a dirty dark blue shirt and shorts that have just enough elastic in them to keep them up. Personality: A textbook dirty cop, he doesn’t do much unless people can pay for his personal justice. Revelling in making a quick buck from just about anyone, he enjoys an avaricious and gold digging life-style. He perceives anyone as nothing more than a walking wallet really, and he would so love to aid people in reducing their excess, ahem, baggage. Though he speaks cynically, he possesses a sadistic form of optimism, as well as a cruel desire to keep the status quo of Eden alive. He doesn’t directly show his hate to anyone, but he secretly despises Hydra for trying to ruin a good thing, though he does give them a smidgeon of begrudged respect for their success. He can be charming at times, and simply enjoys crushing people he hates by simply using his words. Around other E-Sec he never hides his native personality nor his lust for cash, which has mixed results in regards to everyone. He only shows a small amount of respect for his higher ups, though even he is cowed into respecting the three chiefs, largely for their success in getting so far. There is very little good in the smug bastard, though, sometimes, in special ways, his coal black heart can be moved enough to waver the charge. At home, he tends to be much more reposed and relaxed, preferring the bottle over human company. Nobody ever sees him when he's like this, as he prefers to be alone after a day of abusing the public. Biography: Jayce was lucky enough that his family had enough standing to avoid being a part of the cruel underdog working force. Day to day he would watch the E-Sec go on the beat, and he would hear stories of their fights against the stinking public. Like his parents Jayce felt no love for the working class, and sneered at those that went by. Truthfully, Jayce had a pretty damn good life for himself. He had a decent level of intelligence to stay at the higher parts of his, and enough charm to slowly learn how to manipulate people. After finishing school he studied psychology, as well as law. So he could get into E-Sec, as he had grown to respect their cruelty and manipulations of the general public. Naturally, he was a perfect fit for the force. He worked his way up slowly, sabotaging other potentials along the way so he could rise to his comfy position, which he intends to keep unless it means going up. And most importantly, he’ll do all of this with a cruel smile and his duel disk at the ready. Deck: Vile Justice – An Evil HERO deck based around fusing with Dark Fusion to counter whatever situation is at hand. [spoiler=Ace Cards] Evil HERO Consuming Infernal Wing DARK ******** Fiend / Fusion / Effect “Evil HERO Inferno Wing” + 1 Level 4 Fiend-Type monster Must be Fusion Summoned with “Dark Fusion” and cannot be Special Summoned by other ways. This card inflicts piercing Battle Damage. This card gains 300 ATK for each “Evil HERO” monster in your Graveyard. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to either the ATK or DEF (whichever is higher) of the destroyed monster in the Graveyard. ATK: 2500 / DEF: 2100 Evil HERO Consuming Black Phoenix DARK ******** Fiend / Fusion / Effect “Evil HERO Black Phoenix” + 1 Level 4 Fiend-Type monster Must be Fusion Summoned with “Dark Fusion” and cannot be Special Summoned by other ways. This card cannot be destroyed by battle or by your opponent’s card effects. Increase this card’s ATK by 300 for each “Evil HERO” monster in your Graveyard. ATK: 2500 / DEF: 2100 Evil HERO Corinthian DARK ********** Fiend / Fusion / Effect “Elemental HERO Avian” + “Elemental HERO Burstinatrix” + “Elemental HERO Clayman” + “Elemental HERO Bubbleman” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Shuffle all banished cards into their Owner’s Deck. While face-up on the field, all monsters on the field and in the Graveyard are treated as DARK monsters. Increase this card’s ATK by 300 for each DARK monster on the field. You cannot Summon/Set monsters the turn you Summoned this monster. ATK: 2900 / DEF: 2600[/spoiler] [spoiler=Custom Cards (Note: He won't be using Ev-HEROs Cannibal, Necron, or Malicious Edge (and their respective Fusions) until later)] [spoiler=Main Deck] Dober Man-Eater DARK *** Fiend / Effect When this card is destroyed by your opponent’s card (either by battle or by card effect): Add 1 “Evil HERO” monster and 1 “Dark Fusion” from your Graveyard to your hand. ATK: 1200 / DEF: 800 Evil HERO Carrion WIND *** Warrior / Effect This card’s name is also treated as “Elemental HERO Avian”. When this card is sent to the Graveyard by a card effect: Target 1 Spell/Trap card on the field; destroy it. ATK: 1000 / DEF: 1000 Evil HERO Arsonist FIRE *** Warrior / Effect This card’s name is also treated as “Elemental HERO Burstinatrix”. When this card is sent to the Graveyard by a card effect: Target 1 monster your opponent controls; destroy it. ATK: 1200 / DEF: 800 Evil HERO Blackout LIGHT **** Warrior / Effect This card’s name is also treated as “Elemental HERO Sparkman”. When this card declares an attack, your opponent cannot activate card effects until the end of the Damage Step. ATK: 1600 / DEF: 1400 Evil HERO Tarman EARTH **** Warrior / Effect This card’s name is also treated as “Elemental HERO Clayman”. Your opponent can only target this card for attacks. ATK: 800 / DEF: 2000 Evil HERO Gasman WATER **** Warrior / Effect This card’s name is also treated as “Elemental HERO Bubbleman”. When this card is sent to the Graveyard as a Fusion Material monster: You can draw 1 card for each other Fusion Material monster sent to the Graveyard for this Fusion Summon. You can only use this effect of “Evil HERO Gasman” once per turn. ATK: 800 / DEF: 1200 Evil HERO Cannibal EARTH **** Warrior / Effect This card’s name is also treated as “Elemental HERO Wildheart”. When this card declares an attack: You can discard 1 “Evil HERO” monster; double this card’s ATK during Damage Calculation only, and any Battle Damage this card inflicts is halved. ATK: 1500 / DEF: 1600 Evil HERO Necron DARK ***** Warrior / Effect This card’s name is also treated as “Elemental HERO Necroshade”. You can Special Summon this card (from your hand) by tributing 1 “Evil HERO” monster you control. Once per turn: You can send 1 “Evil HERO” monster from your Deck to the Graveyard. ATK: 1600 / DEF: 1800 Evil HERO Ozone WIND **** Fiend / Effect When this card is Normal Summoned, you can activate 1 of the following effects: Add 1 “Evil HERO” monster from your Deck to your hand. Target and destroy a number of monsters your opponent controls equal to the number of other “Evil HERO” monsters you control. You can only use this effect of “Evil HERO Ozone” once per turn. ATK: 1800 / DEF: 300 Evil HERO Brambles EARTH **** Warrior / Effect This card’s name is also treated as “Elemental HERO Woodsman”. During your Standby Phase: You can add 1 “Dark Fusion” from your Deck or Graveyard to your hand. You can discard this card from your hand; add 1 “Dark Fusion” from your Deck or Graveyard to your hand. ATK: 1000 / DEF: 2000 Evil HERO Valdeaz WATER **** Warrior / Effect This card’s name is also treated as “Elemental HERO Ocean”. During your End Phase: You can banish 1 “Evil HERO” monster from your Graveyard; add 1 “Evil HERO” monster from your Deck to your hand. You can only use this effect of “Evil HERO Valdeaz” once per turn. ATK: 1500 / DEF: 1200 Evil HERO Polymorph DARK **** Fiend / Effect Once per turn: You can reveal 1 “Evil HERO” Fusion monster from your Extra Deck, then send 1 of the Fusion Material monsters listed on that card from your Main Deck to the Graveyard; this card’s name becomes the sent monster’s name until the End Phase. After you use this effect: You can immediately Special Summon the revealed monster by using monsters you control as the Fusion Material monsters. (This is treated as a Fusion Summon with “Dark Fusion”.) You can only use the second effect of “Evil HERO Polymorph” once per duel. ATK: 1700 / DEF: 1100 Dark King of Fetid Swamps WATER *** Aqua / Effect You can substitute this card for any 1 Fusion Material Monster, but the other Fusion Material Monster(s) must be correct. You can discard this card from your hand; add 1 “Dark Fusion” from your Deck or Graveyard to your hand. ATK: 500 / DEF: 1100[/spoiler] [spoiler=Extra Deck] Evil HERO Consuming Infernal Wing DARK ******** Fiend / Fusion / Effect “Evil HERO Inferno Wing” + 1 Level 4 Fiend-Type monster Must be Fusion Summoned with “Dark Fusion” and cannot be Special Summoned by other ways. This card inflicts piercing Battle Damage. This card gains 300 ATK for each “Evil HERO” monster in your Graveyard. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to either the ATK or DEF (whichever is higher) of the destroyed monster in the Graveyard. ATK: 2500 / DEF: 2100 Evil HERO Black Phoenix FIRE ****** Fiend / Fusion / Effect “Elemental HERO Avian” + “Elemental HERO Burstinatrix” Must be Fusion Summoned with “Dark Fusion” and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. Once per turn, this card cannot be destroyed by a card effect. ATK: 2100 / DEF: 1200 Evil HERO Consuming Black Phoenix DARK ******** Fiend / Fusion / Effect “Evil HERO Black Phoenix” + 1 Level 4 Fiend-Type monster Must be Fusion Summoned with “Dark Fusion” and cannot be Special Summoned by other ways. This card cannot be destroyed by battle or by your opponent’s card effects. Increase this card’s ATK by 300 for each “Evil HERO” monster in your Graveyard. ATK: 2500 / DEF: 2100 Evil HERO Tyrant Wind WIND ******** Fiend / Fusion / Effect “Elemental HERO Avian” + “Elemental HERO Sparkman” + “Elemental HERO Bubbleman” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. Once per either player’s turn you can target 1 monster you control: This turn that monster cannot be destroyed by battle or by card effects. ATK: 2800 / DEF: 2800 Evil HERO Necromancer DARK ****** Fiend / Fusion / Effect “Elemental HERO Wildheart” + “Elemental HERO Necroshade” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. When this card is Special Summoned: Target 1 monster your opponent controls; destroy that monster, then, Special Summon 1 “Evil HERO” monster from your Graveyard. ATK: 1900 / DEF: 1800 Evil HERO Nautilus WATER ***** Fiend / Fusion / Effect “Elemental HERO Avian” + “Elemental HERO Bubbleman” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. This card can attack your opponent directly. When this card declares an attack, your opponent cannot activate card effects until the end of the Damage Step. ATK: 1400 / DEF: 1000 Evil HERO Tarchfiend EARTH ****** Fiend / Fusion / Effect “Elemental HERO Bubbleman” + “Elemental HERO Clayman” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. Your opponent can only target this card for attacks. This card cannot be destroyed by card effects. ATK: 1900 / DEF: 3000 Evil HERO Guillotine EARTH ******** Fiend / Fusion / Effect “Elemental HERO Wildheart” + “Evil HERO Malicious Edge” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. This card inflicts piercing Battle Damage. This monster can attack all monsters your opponent controls once each. ATK: 2600 / DEF: 2300 Evil HERO Acupuncture EARTH ******** Fiend / Fusion / Effect “Elemental HERO Sparkman” + “Evil HERO Malicious Edge” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. This card inflicts piercing Battle Damage. Once per turn: You can destroy 1 monster your opponent controls. ATK: 2600 / DEF: 2300 Evil HERO Cold Burn WATER ***** Fiend / Fusion / Effect “Elemental HERO Burstinatrix” + “Elemental HERO Bubbleman” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. When this card destroys a monster by battle and sends it to the Graveyard: Gain Life Points equal to the ATK or DEF (whichever is higher) of the destroyed monster in the Graveyard, then, inflict damage to your opponent equal to half the amount of Life Points gained. ATK: 1800 / DEF: 1000 Evil HERO Neutron DARK ****** Fiend / Fusion / Effect “Elemental HERO Sparkman” + “Elemental HERO Necroshade” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. Once per turn: You can change the Battle Position of 1 monster on the field. When this card battles a Defence Position monster: Destroy that monster without applying Damage Calculation, and if you do, inflict damage to your opponent equal to the ATK of the destroyed monster. When this card is destroyed: Destroy 1 card your opponent controls. ATK: 2000 / DEF: 1000 Evil HERO Corinthian DARK ********** Fiend / Fusion / Effect “Elemental HERO Avian” + “Elemental HERO Burstinatrix” + “Elemental HERO Clayman” + “Elemental HERO Bubbleman” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Shuffle all banished cards into their Owner’s Deck. While face-up on the field, all monsters on the field and in the Graveyard are treated as DARK monsters. Increase this card’s ATK by 300 for each DARK monster on the field. You cannot Summon/Set monsters the turn you Summoned this monster. ATK: 2900 / DEF: 2600 Evil HERO Fel Gaia EARTH ******** Fiend / Fusion / Effect “Elemental HERO Ocean” + “Elemental HERO Woodsman” Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. Once per turn: You can Tribute 1 “Evil HERO” monster you control; increase the ATK of all “Evil HERO” monsters you control by half the ATK of the Tributed monster until the End Phase, and all Battle Damage inflicted to your opponent during this turn is halved. ATK: 2500 / DEF: 2000 Evil HERO Pollution DARK ******** Fiend / Fusion / Effect 1 “Evil HERO” monster + 1 WIND monster Must be Fusion Summoned by “Dark Fusion” and cannot be Special Summoned by other ways. This card is also treated as a WIND monster. When this card is Fusion Summoned: Halve the ATK/DEF of all monsters your opponent controls, and if any of those monsters were WIND monsters; this card gains the same amount of ATK equal to the ATK of the monster with highest ATK halved by this effect. ATK: 2800 / DEF: 2200[/spoiler] [spoiler=Spell/Trap] Double Dark Fusion Normal Spell This card’s name is always treated as “Dark Fusion”. Discard 1 card from your hand. Send, from your hand or your side to the field to the Graveyard, Fusion Material Monsters that are listed on a Fiend-Type Fusion Monster card, then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon). You can use this effect twice before sending this card to the Graveyard. The Special Summoned monster(s) cannot be targeted by your opponent’s card effects during this turn. V - Vile Justice Normal Spell Add 1 “Evil HERO” monster or “Doberman” from your Deck to your hand. I - Indignation Normal Spell Special Summon 1 Level 6 or lower “Evil HERO” monster from your Graveyard that had been sent there by your opponent’s card, ignoring the Summoning conditions (if any). Shadow Potluck Normal Spell Target 1 “Evil HERO” Fusion monster you control whose Fusion Materials are all in the Graveyard: Banish those Fusion Material monsters; draw a number of cards equal to the number of cards banished. You cannot Summon/Set monsters during the turn you activate this card, or activate the effects of monster cards. You can only activate 1 “Shadow Potluck” per turn. Shadow World Fusion Normal Trap Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, by shuffling banished monsters listed on that card into your Deck as Fusion Material Monsters. (This is treated as a Fusion Summon by “Dark Fusion”). You cannot Special Summon other monsters the turn you used this effect.[/spoiler][/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Tesability Black Posted February 1, 2015 Report Share Posted February 1, 2015 [spoiler=The Maddened Toon Duelist]Name: Aureli Pegasus Gender: Female Age: 23 Faction: Infected [spoiler=Appearance] Aureli's about 5'4" and hides a lot of muscle under her clothes. She also wears combat boots as well.[/spoiler][spoiler=Personality]Aureli, while indeed hyper-intelligent, has always been a bit unhinged due to her schizophrenia, almost always hearing a voice in her head that she believes to be a Blue-Eyes Toon Dragon by the name of Tekran. However, her becoming one of the Infected has made her condition even worse, now viewing others as either a stain that needs to be purged or one of her fellow Toons (other Infected duelists). Her schizophrenia, in turn, has accelerated how fast the Infection is taking hold of her, giving her the ability to 'create' more Toons after she converts another monster into its Toon form in a duel after said duel is over. Her concepts of 'right' and 'wrong', which were already pretty-shaky, have become completely-shattered and now only does things when she wants to. She appears to take glee in combat whenever any of her Alloy Toons manage to strike at her foes, though that could be from her mistaken belief that she would soon be adding another member to her supposed Toon family. As for her Toons themselves, she treats them as her own children, almost appearing as a mother figure. It is not uncommon to see her petting the nose of a Blue-Eyes Toon Dragon during combat when its not attacking.[/spoiler][spoiler=Biography]Aureli has heard voices for almost all of her life, almost always attributing them to certain cards in her ever-changing deck. The fact that her parents had raised her as a part of the Center elite gave them the ability to get her the help she needed with her condition. As a child, one of her parents' employers found an unusual set of cards scavanged from an abandoned card-making factory from years past, a set of cards focused around cartooned versions of already-existing monsters. Since her parents were some of the few in Center that actually gave two shits about those who worked under them, when the cards were found and Aureli was discovered to actually like them, the ones that found them had gotten a decent-sized raise on that paycheck. The new cards refocused the voices she heard enough to give them actual names that allowed her parents to keep track of 'who' Aureli was speaking to in order to better help her, discovering quickly that the Blue-Eyes Toon Dragon she called 'Tekran' was a mischevious little dragon. With her parents finding ways to keep the Toon Dragon in check, Aureli started to become more and more of a progressive member of society. Then, she became ill, hospitalized for a week with a fever high enough to start cooking parts of her brain under normal conditions. No one is sure where the illness came from, nor how it struck. It wasn't until that she got back out of the hospital and laid hands on her deck once again that she discovered a silver card that was now a part of her deck that seemed to work from the Extra Deck. And she smiled a twisted smile.[/spoiler]Deck: Toon Swarm ~With the aid of a pair of Toon Pendulum monsters as well as the newest addition in the form of an Alloy monster, Toons have found themselves on the field after having been thrown away so long ago. With the ability to direct attack, they do their best to swarm the field and quick before the opponent has much of a chance to set up, even going as far as stealing her opponent's monsters to add to her own 'family'. Ace Monsters: Blue-Eyes Buried Toon Mage & Blue-Eyes Regalian Toon DragonCustom Cards: Current Custom Main Deck Monsters: [spoiler=Blue-Eyes Regalian Toon Dragon (has image)]Attribute: Light Level: 10 Type: Dragon/Toon/Pendulum/Effect Scales: 2/2 Pendulum Effect: Toon Monsters you control do not have to pay LP to attack and may attack the turn they are Summoned. While this card is face-up on the field, this card's name is also treated as "Toon World". Monster Effect: Cannot be Normal Summoned/Set. Can only be Special Summoned by Tributing 3 Toon Monsters on your side of the field while "Toon World" is face-up on the field and cannot be Summoned in other ways. If your opponent controls no Toon Monsters, this card can attack your opponent directly. If they do control one, this card must target a Toon Monster for its attacks. When a Toon Monster would leave the field, you may place them face-up in your Extra Deck instead. Face-up Toon Monsters in your Extra Deck may be Pendulum Summoned (ignoring all other summoning conditions). ATK: 4000 DEF: 3000 [/spoiler][spoiler=Toon World Bookkeeper (has image)]Attribute: Wind Level: 4 Type: Spellcaster/Toon/Pendulum/Effect Scales: 9/9 Pendulum Effect: Toon Monsters may be Pendulum Summoned from the hand while "Toon World" is face-up on the field (ignoring all other summoning conditions.) Monster Effect: Cannot be Special Summoned unless you control a face-up "Toon World". May be Special Summoned (from your hand) by Tributing the same number of monsters required for a Tribute Summon (normally 1). If "Toon World" on your side of the field is destroyed, destroy this card. While you control "Toon World" and your opponent controls no Toon Monsters, this card can attack your opponent directly. Once per turn, excluding the turn it was Summoned: You can shuffle 1 "Toon" or "Manga Ryu-Ran" card from your hand or Graveyard into your Deck. ATK: 1200 DEF: 1700 Note: This was to answer a problem I realized would actually stop most Toons from being Pendulum Summoned normally. This is also the start of 4th Gen Toon Monsters that would eventually be added to this deck.[/spoiler] [spoiler=Vengeful Soul of the Book (has image)]Attribute: WIND Level: 10 Type: Zombie/Effect Effect: Cannot be Normal Summoned. Can only be Special Summoned when a "Toon World" Continuous Spell card you control is sent to the Graveyard or is Banished from the field. Until the End Phase of the turn this card is Special Summoned: This card cannot be destroyed by battle or card effects. ATK: 2500 DEF: 3000 [/spoiler] [spoiler=Toon Valkyria (has image)]Attribute: LIGHT Level: 4 Type: Spellcaster/Toon Effect: Cannot be Special Summoned unless you control a face-up "Toon World". May be Special Summoned (from your hand) by Tributing the same number of monsters required for a Tribute Summon (normally 1). If "Toon World" on your side of the field is destroyed, destroy this card. While you control "Toon World" and your opponent controls no Toon Monsters, this card can attack your opponent directly. Your opponent cannot target face-up Toon Monsters for attacks, except this one. ATK: 1600 DEF: 1800 [/spoiler][spoiler=Toon Monarch Raiza (has image)]Attribute: WIND Level: 6 Type: Winged Beast/Toon Effect: Cannot be Special Summoned unless you control a face-up "Toon World". May be Special Summoned (from your hand) by Tributing the same number of monsters required for a Tribute Summon (normally 1). If "Toon World" on your side of the field is destroyed, destroy this card. While you control "Toon World" and your opponent controls no Toon Monsters, this card can attack your opponent directly. When this card is Special Summoned by its own effect: Target 1 card on the field; place that target on the top of the Deck. ATK: 2400 DEF: 1000 [/spoiler] Current Custom Spells: [spoiler=Toon World's Missing Page]Type: Continuous Spell Effect: Activate only while a "Toon World" Continuous Spell card is face-up on your side of the field. If "Toon World" on your side of the field is destroyed, destroy this card. Toon Monsters cannot be destroyed in battle by non-Toon Monsters.[/spoiler] Current Custom Traps: [spoiler=Painting a Toon (has image)]Type: Normal Trap Effect: Activate by paying 2000 LP while "Toon World" is face-up on your side of the field. Select 1 monster your opponent controls. Special Summon 1 "Toon Double" with the same Level/Attribute/Type/ATK/DEF as the selected monster. Each "Toon Double" token is also treated as a Toon Monster with the following effect: "If "Toon World" on your side of the field is destroyed, destroy this card. While you control "Toon World" and your opponent controls no Toon Monsters, this card can attack your opponent directly." Note: In the RP, sometimes monsters that wind up getting a Toon Double might wind up as an actual Toon later on, depending on GM approval. Same with the anime-only card Comic Hand.[/spoiler][spoiler=Roar of the Regalian Toon]Type: Normal Trap Effect: Can only be activated when a "Blue-Eyes Regalian Toon Dragon" is sent from the field to your Extra Deck as a monster. Banish 1 "Blue-Eyes Regalian Toon Dragon" from your Extra Deck, then Special Summon as many Toon Monsters as you can from your Extra Deck. If you have more Toon Monsters than you can Special Summon, send the rest to the Graveyard. Note: This is worded like this so that the only way a Blue-Eyes Regalian Toon Dragon could leave the Extra Deck is if there's already a second one there. I realize this has been compared to being a Hysteric Party, but the primary purpose is the empty out the Extra Deck of Toons that would otherwise be trapped in there. Being able to Special Summon the Toons is a bonus if a Toon World is still on the field when used, since this card purposely does NOT have the 'ignore summoning conditions' clause.[/spoiler] Current Carrier Alloy Monsters: [spoiler=Blue-Eyes Buried Toon Mage (has image)]Level: 8 Type: Dragon/Spellcaster/Alloy/Toon Effect: 1 LIGHT Dragon-type Monster + 1 non-LIGHT Spellcaster-type Monster (This card is also treated as a Carrier monster.) "Toon World" must be on the field to Summon this monster. Whenever this monster destroys another monster by combat, Special Summon them to your side of the field. Monsters summoned by this effected are treated as Toon monsters and may attack directly. If you do not control a face-up "Toon World", destroy all monsters summoned by this effect. ATK: 3000 DEF: 2500 [/spoiler] [spoiler=Misc. Info]Monsters that have a Toon variant created of them (via Painting a Toon (Custom Card) creating a Toon Double, being taken over via Comic Hand, or being revived by Blue-Eyes Buried Toon Mage) will often have a Toon version of that monster show up as a permanent addition to her deck, so expect her deck to change over the course of the RP with the conversion of other monsters into more Toons. Pendulum Monsters and other Alloy Monsters that get converted will be Toon Pendulums and Toon Alloys, though the later will also start off as new Carriers as well. Kai Monsters are immune to Toonification, unless a blank one awakes in her control. Then God help us all. Also, if card images become made for more of my custom cards, Carrier monsters will have that noted in their effect instead of their Type/Subtype line. Apparently "Type1/Type2/Alloy/Carrier/Toon" doesn't fit on a card...[/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Tinkerer Posted February 1, 2015 Report Share Posted February 1, 2015 This seems interesting. This is going to be my first RP, so I dunno how good I'll be. Here's my app though. Name: Tythe Scora Gender: Male Age: 20 Faction: Center, E-Sec [spoiler='Appearance:'][/spoiler] [spoiler='Personality:'] A happy-go-lucky kid who always sees the bright side of life despite the dark times he was born into. Honest and trustworthy, he was always slightly cowardly in the face of danger. Forcing him to take up responsibility, his parents had him join E-Sec to toughen him up and make him realize his responsibilities, not only at home, but in society as a whole. Upon seeing the world outside the beautiful upper levels of Eden, Tythe has become a tougher young man and is ready to step in for what he believes is right. Tythe's greatest strength is his sense of justice. With the ability to read the auras of people, he was always able to tell whom to trust and who was a liar. He is highly adamant about pursuing this sense of justice, even if it may get him into trouble later. His greatest weakness, though, is his usual lack of motivation. Unless given a command, or he's pursuing his sense of what's right, Tythe wouldn't do anything "productive", and instead would simply lie around to kill as much time as possible. As a duelist, Tythe tends to take the game very lightheartedly. Because of his optimistic demeanor and his own passive-aggressive brand of justice, Tythe has been known to throw duels so as to keep innocents out of the hands of more brutal E-Sec members. [/spoiler] [spoiler='Biography:'] Born in the upper levels of Eden with a silver spoon in his mouth, Tythe was groomed for success. Getting anything he wanted whenever he wanted led him to not knowing/pursuing any goals in life. However, this prosperous life Tythe lived did not last long. Tork Scora (Tythe’s father) lost all his shares in his own startup, a company built the development of smaller and smaller scale holo-generators. Losing everything, Tythe and his younger brother, Redro, had to work at a young age to pay off their father’s debts. Despite this, and the growing responsibilities placed on him by his parents, Tythe was content. As Tythe grew into his teen years, he still stood without any kind of direction. This began effecting him negatively, making him passive-aggressive against things he did not want to do. Despite this, due to the respect people showed him, he gained respect for others and, even at a cost to himself, would assist others in any way possible (when asked, of course). Years later, with the debts paid off, and Tythe’s family climbing back up the ladder of influence, Tythe tried and failed several of his own undertakings, partially due to his ignorance, but mostly because of his laziness. With his continual failures, Tythe’s folks sent him to E-Sec so that he could learn discipline, find a direction, and snap him out of his depressive lack of self-motivation. Amazingly, this opportunity was exactly what Tythe needed. Entering the force, Tythe worked under a sergeant named Cole who commanded respect and honesty always. The squads that Cole trained were joked about by the rest of E-Sec as the "Goody Two-Shoes Crew", however, no one could argue with the results. Despite never taking bribes, Cole's squads were always the go-to squad in bringing the right people in. This sense of true justice rubbed off on Tythe who suddenly had a path he could follow. Then Cole disappeared, Tythe stepped up and did his work in a way he believed would reflect everything Cole taught him. Known for his fairness and his willingness to listen before fighting (unlike most of E-Sec), Tythe became a favored member of the force and was often the go-to guy to fix disputes and complete escort missions. Though with his shoddy win-loss record and his brutal honesty when it came to such things as bribery, he was never pegged to advance in his career or complete groundwork requiring him to capture criminals. Despite what his record says, Tythe is an accomplished duelist who won several small-time championships in his youth (before the falling). With his passive-aggressive demeanor, he plays a deck that fully reflects how he acts. Tythe's only source of outright contention against E-Sec was when he advocated for a youth who did not intentionally commit the crime pinned on him and didn't have cards to defend himself. The other E-Sec officers were all for siccing their cards on the kid to teach him a lesson, but Tythe defended the kid against the three officers. He did not get fired because the kid returned the Virtual Reality Duel Disk to E-Sec and the real culprit behind the crime (an older round smarmy fellow, a Hydra advocator) Tythe caught soon afterwards. [/spoiler] Deck: As a defender of the defenseless, he favors an archetype of cards known as “Great Walls”, high level monsters that can be set at no cost, but cannot attack. They specialize at building up giant defenses before XYZ summoning into various, high-ranked monsters or removing their own attack restriction and attacking with their enormous ATK strength. Ace Card: [spoiler="Colossus of Great Walls"][/spoiler] Custom Cards: [spoiler="Custom Cards"][/spoiler] Misc: From a young age, Tythe could see the auras of people. This has greatly helped him in his career as he could tell at a glance whether or not people are innocent and whether they are being honest... or less than honest. Link to comment Share on other sites More sharing options...
iCherries Posted February 1, 2015 Report Share Posted February 1, 2015 Posting to note I maaaay use Junktion Champion after all. Or Stardust Sifr if I can figure out how to properly water it down.Also Tinkerer, you're one line short for a passable personality.tfw infected hydra comrade Link to comment Share on other sites More sharing options...
BANZAI!!!! Posted February 1, 2015 Author Report Share Posted February 1, 2015 Posting to note I maaaay use Junktion Champion after all. Or Stardust Sifr if I can figure out how to properly water it down. Sifr makes more sense for Muse, imo, but that's just my personal opinion. Link to comment Share on other sites More sharing options...
iCherries Posted February 1, 2015 Report Share Posted February 1, 2015 Sifr makes more sense for Muse, imo, but that's just my personal opinion.That's what I was thinking because even if it's a Stardust evolution, it feels like a sort of merging with Clear Wing for widespread and target negates too. Plus, it makes a viable "purified" ace from Cocytus. Junktion would probably make more sense if she wasn't half batshit and/or her ace was Junk Warrior.My only problem is deciding on waiting for Sifr to be revealed as a promo, or if I should try to give it proper nomi'ing/buffs/nerfs myself... Link to comment Share on other sites More sharing options...
BANZAI!!!! Posted February 1, 2015 Author Report Share Posted February 1, 2015 That's what I was thinking because even if it's a Stardust evolution, it feels like a sort of merging with Clear Wing for widespread and target negates too. Plus, it makes a viable "purified" ace from Cocytus. Junktion would probably make more sense if she wasn't half batshit and/or her ace was Junk Warrior. My only problem is deciding on waiting for Sifr to be revealed as a promo, or if I should try to give it proper nomi'ing/buffs/nerfs myself... This is an alternate universe, so it would make sense if some cards were different from their counterparts IRL or in a YGO manga or anime, so if you want to do it yourself then go for it. On the other hand, assuming she desn't have acess to it at present, Sifr will likely be a promo before Muse has the occasion to use it, so waiting is also a good idea. On another note, just gonna plug the skype chat again. I fanyone wants to be added then PM me your contact info and I'll add you in. Link to comment Share on other sites More sharing options...
Tinkerer Posted February 1, 2015 Report Share Posted February 1, 2015 Edited. Added much more into Tythe's Personality and Biography. I plan to maybe make a couple of Alloy cards for him as well. Link to comment Share on other sites More sharing options...
Admiral_Stalfos19 Posted February 2, 2015 Report Share Posted February 2, 2015 Finished Ruben's personality. I've got a meeting to go to now, but I'll try to finish her app off with her bio once I'm back from it. ...then again, I'll have to by a mouse when I get back :/ Link to comment Share on other sites More sharing options...
Cirrus Posted February 3, 2015 Report Share Posted February 3, 2015 Jayce and Aureli are accepted. I am a little apprehensive about the level 10 Pendulum having 40k attack and requiring 3 Tributes ... but it's not actually a balance issue (the card is perfectly fine) and more of a progression one (How are you going to top 4k attack? :v). Tythe ... has some interesting issues. Firstly, please make your actual Great Walls different because ... they're very one-dimensional in terms of either playing with or against. I'm not even sure how to judge them except to say that they're boring. Spice them up! Also your personality / background have coherence issues and you should probably be a bit older given the circumstances. How is he lazy, optimistic, and just at the same time? It's okay to be all those things simultaneously (somewhat contradictory personalities make for great stories!) but you need to give me a bit better justification and description. Link them together in a logical way. Link to comment Share on other sites More sharing options...
Tesability Black Posted February 3, 2015 Report Share Posted February 3, 2015 In the case of topping the Blue-Eyes Regalian Toon Dragon, I'm leaving that up to the opponents. Don't want her to get stronger? Don't present to her your best monsters in a duel. >=3 Link to comment Share on other sites More sharing options...
Tinkerer Posted February 3, 2015 Report Share Posted February 3, 2015 Added more explanation to Tythe's background. When I said "lazy" I kinda meant "unmotivated". As for the "Great Walls" they are kinda boring, but I wanted to make his deck evolve as he figured himself out, moving toward another archetype that I'd created known as the "Archaic Alphabet". However, if the Great Walls are THAT boring, I guess I can make him have the "Archaic Alphabet" Archetype to start out with and continue to develop them. Some Archaic Alphabets: http://forum.yugiohcardmaker.net/topic/327883-awesomely-alliterative-archaic-alphabet-archetype/ Link to comment Share on other sites More sharing options...
BANZAI!!!! Posted February 3, 2015 Author Report Share Posted February 3, 2015 Jayce and Aureli have been added to the roster. Kron is accepted and has also been added. Link to comment Share on other sites More sharing options...
Tesability Black Posted February 3, 2015 Report Share Posted February 3, 2015 Alright, closed an unintended loophole in BERTD's monster effect (would have allowed me to Pendulum Summon my Alloy monster without summoning it properly first, whoops) and also listed the custom cards to be used in my Toon user's profile. Link to comment Share on other sites More sharing options...
Cirrus Posted February 3, 2015 Report Share Posted February 3, 2015 Regarding Kron's application: the cards are mostly fine, but Mind Meld cannot stay as it currently is. It's recyclable through Gol'Gar and adds counters like it's Christmas for minimal cost, plus Aliens already have Brainwashing Beam and Mass Hypnosis to steal stuff. Also it would be ideal if you didn't make the archetype-specific Stormforth (no, wanting to be able to summon Gol'Gar is not a great excuse), but it can stay if you can convince me otherwise. Re: Tythe, I can feel that you've put in a good amount of effort into the app, but the problem hasn't unfortunately been solved. Here's a better example of what I mean. He's optimistic, right? So then why is he unmotivated? (Possibility) Is this a sign of his internal weakness and lack of faith in himself? Does he believe that someone else will do the job better (for example, someone whom he looks up to)? As I said previously, coherence is the main beef I have. Alternatively, you can show me a sample of writing during which he behaves in all these ways (as well as his thoughts so I can see why he behaves in these ways). I just want to help you to think the character through here, so. Link to comment Share on other sites More sharing options...
Bringerofcake Posted February 4, 2015 Report Share Posted February 4, 2015 Regarding Kron's application: the cards are mostly fine, but Mind Meld cannot stay as it currently is. It's recyclable through Gol'Gar and adds counters like it's Christmas for minimal cost, plus Aliens already have Brainwashing Beam and Mass Hypnosis to steal stuff. Also it would be ideal if you didn't make the archetype-specific Stormforth (no, wanting to be able to summon Gol'Gar is not a great excuse), but it can stay if you can convince me otherwise. Yeah, Mind Meld was kind of intended as a last-ditch card, but it can be dropped, seeing as how Mass Hypnosis is almost identical. I could argue the flavor of "alien-izing" certain power cards (see Detonator Circle "A", Interdimensional Warp, and Cell Explosion Virus), and based on Stormforth's/Gangiel's rulings (i'm assuming you meant Gang'iel) I can't even summon it that way. Really, I guess I could just Alien-ize Soul Exchange instead (i.e. make it a normal spell, have it target and only apply to Aliens) if only to maintain that flavor without just putting soul exchange in. Also what's the status on the rest of the app? Link to comment Share on other sites More sharing options...
BANZAI!!!! Posted February 4, 2015 Author Report Share Posted February 4, 2015 Also what's the status on the rest of the app? Kron is accepted and has also been added. Link to comment Share on other sites More sharing options...
Cirrus Posted February 4, 2015 Report Share Posted February 4, 2015 Yes, Soul Exchange would be much better. In fact, you could even do something like ... "Take control of 1 monster your opponent controls until the end of this turn, but its effects are negated, it cannot attack, and it cannot be used as a Synchro or Xyz Material. You can only activate 1 CARDNAME per turn." This allows for easier summoning of Gang'iel as well as the Alloy. Additionally, I most definitely refer to Gol'gar, not Gang'iel... see here: http://yugioh.wikia.com/wiki/Cosmic_Fortress_Gol%27gar Link to comment Share on other sites More sharing options...
Bringerofcake Posted February 4, 2015 Report Share Posted February 4, 2015 I completely forgot that you could synchro summon with the target of mind meld, and that it counts as simultaneous removal. I understand why everyone says it's borked now This must be how konami felt when people made HAT. Link to comment Share on other sites More sharing options...
Tesability Black Posted February 7, 2015 Report Share Posted February 7, 2015 Brain = in overdrive. I have a pair of cards I would like approval for, though I don't truly need them. They also most-likely won't appear at the start if they are approved, either. The way these two are designed, both of them need to be approved to be usable, however. [spoiler=Séance Equine (has image)] Attribute: EARTH Level: 2 Scale: 5/5 Type: Beast/Spirit/Pendulum Pendulum Effect: If "Séance Stag" is in the other Pendulum Zone: Spirit monsters may be Pendulum Summoned from the Hand. Monster Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Target 1 monster your opponent controls; shuffle it into its owner's Deck. ATK: 800 DEF: 0[/spoiler] [spoiler=Séance Stag (has image)] Attribute: EARTH Level: 2 Scale: 0/0 Type: Beast/Spirit/Pendulum Pendulum Effect: If "Séance Equine" is in the other Pendulum Zone: Once per turn: you may Special Summon 1 "Séance Beckoned" Ritual Monster from your Hand. (It is treated as a Ritual Summon.) If you do, you cannot Special Summon any monsters this turn by any means. Monster Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. Once per turn: you may Shuffle 1 "Séance" monster into your Deck from your Graveyard. ATK: 800 DEF: 0 In regards to its Pendulum Effect, you cannot use it if you have already Special Summoned something somehow the turn you want to use the effect. I don't know if I need to reword the effect somehow to make that more clear or what, though...[/spoiler] I need to start scheming more Spells/Traps if I really want more cards for my Ritualist's deck... Link to comment Share on other sites More sharing options...
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