Jump to content

A Weird Spin on a Yugi Starter Deck......


Konami-yami

Recommended Posts

These are the changed cards.

wNtoEBV.jpg

Lore: If the equipped monster attacks Defense Position Monster, inflict piercing battle damage to your opponent. When this card is leaves the field discard one card from your hand.

ILKXPgH.jpg

Lore: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) while you have 1 "Dark Magician" and 1 "Elvin Child" in your Graveyard, and cannot be Special Summoned by other ways. Cannot be targeted by card effects. When a Spell or Trap Card is Set: This card gains 550 ATK and 440 DEF. If there is no "Magical Elvin Poisons " on the field destroy and banish this card. When this card leaves the field: Inflict damage to its controller equal to its ATK. this card cannot attack your opponent directly.

QGx0cAc.jpg

Lore: It was once prophesied that there would be a Drow child with purple eyes that would rise to great power. He is that child.

YYGMWAa.jpg

Lore: All Spellcaster and Fiend type monsters get 500 ATK and DEF. When your opponent activates a Spell/Trap Card that targets your monsters: You can target 1 monster your opponent controls that would be an appropriate target, as if you controlled that Spell/Trap Card; that card now targets the new target instead. If monster(s) is destroyed in this way, your opponent randomly sends 1 card from their hand to the Graveyard.

wTQbsEV.jpg

Lore: 1 "Singing Necromancer" + 1 "Dark Elven Magician"
You may switch the battle position of up to 3 monsters on the field, if you do switch their ATK and DEF.

GuPnTXo.jpg

Lore: This card can only be Special Summoned from your Deck by tributing 1 "Summoned Skull" and 1 Spellcaster type monster from the Hand or Field, and cannot be summoned by other ways. For every card in your opponents Graveyard this card gains 500 ATK/DEF. For every card in your Graveyard this card loses 500 ATK/DEF. If any spell cards are activated while this monster is on the field put a spell counter on it. (Max 5) Discard 4 spell counters from this card and regain 3000 LP.

qHRsE32.jpg

Lore: If this card is activated while "Singing Necromancer" is on the field and you have less LP than your opponent, then shuffle up to 6 Cards from your Graveyard into your deck. If this card was activated while "Singing Necromancer" is on the field and your opponent has less LP than you, they shuffle up to 6 cards from their Graveyard into their Deck.

1J3FlCn.jpg

Lore: This can only be activated as long as there is a lvl 6 or higher monster OR 2 normal monsters on the field. Send one of your opponents non Synchro, XYZ or Fusion monsters to the graveyard and Special Summon one monster from your graveyard to your side of the field.

Link to comment
Share on other sites

[spoiler Arms of the Ages]Any monster If the equipped monster attacks with this cards gets "Once per if this monster destroys a Defense Position Monster, inflict piercing battle damage to your opponent.[/spoiler]

For all it's worth, it's a clone of Fairy Meteor Crush. While a little ATK boost would be enough to distinguish this from FMC, that won't do anything to make it more playable. Lots of Equip Spells that are worth playing right now tend to do something if they leave the field, to compensate for them needing a monster to equip to. You can start from there.

 

[spoiler Dark Elven Magician]This card only Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by having while you have 1 "Dark Magician" and 1 "Elvin Child" in the your Graveyard, and cannot be Special Summoned by other ways and the Field Spell "Magical Elvin Poisons" in play. This card Cannot be targeted by card effects. For every When a Spell or Trap Card is Set: while This monster is in play it card gains 550 ATK and 440 DEF. If the Field Spell there is no "Magical Elvin Poisons " were to leave on the field, then destroy and banish this card would be destroyed and removed from play. Whenever this card leaves the field: Inflict damage to its controller equal to its in any way whoever controls this card will take his ATK as effect damage. This monster card cannot attack your opponent directly.[/spoiler]

Removed the Field Spell requirement in the Summoning condition to make it less wordy, and just made it so that the card always self-destructs if the Field isn't up.

 

Pretty strange that this needs 2 slightly unrelated vanilla monsters. At least it can revive itself. While all it's good for is beating face, though at least it has some protection to make it harder to deal with. Not sure why gains stats in non-standard increments though.

 

Oh, wait. It can't attack directly. That puts a big restriction on its damage output, and it probably won't offset the damage you'll be taking when this card eventually goes down.

 

[spoiler Magical Elvin Poisons]While this card is on the field, all Spell/Trap cards When your opponent activates a Spell/Trap Card that targets your monsters: You can target 1 monster your opponent controls that would be an appropriate target, as if you controlled that Spell/Trap Card; that card now targets the new target theirs instead. If any monster(s) is are destroyed in this way, your opponent randomly send 1 card from your opponents their hand to the Graveyard.[/spoiler]

The long-winded cost happens because some effects specifically target opposing cards and can't be reversed by this card's effect otherwise. It's already troublesome that you're reflecting the opponent's S/Ts back at them, but they lose more cards on top of that if it happens. At least the opponent sees it coming and won't touch your monsters without taking out this card first.

 

Also, when you create cards that specify other cards in their requirements name-wise, it would be helpful if the cards involved can synergise with each other - i.e. help set up the combo if they get drawn without the other members.

 

[spoiler Singing Mage of the Dead]"Singing Necromancer" + "Dark Elven Magician"
Once per turn: You can switch change the battle positions of all monsters on the field, and if you do, switch their ATK and DEF.[/spoiler]

Usually when you want to change an opposing monster's battle position, you're doing this to expose their weaker stat. Swapping their ATK and DEF would mean the bigger and more threatening number is still relevant. At least their beaters can't hit for so hard and it forces them to turtle a little or give up their field presence for other more threatening monsters.

 

If you're changing your own monster's battle positions you obviously want to weaponize some defensive monsters. That's pretty cool, but then you realize that this card also affects itself, making it a little tricky to use.

 

Maybe if this card targets 1 monster at a time (and has multiple uses per turn), it might be a little more useful as the player won't need to worry so much about their current board state before activating the effect.

 

[spoiler Singing Necromancer]This card can only Cannot be Normal Summoned/Set. Must be Special Summoned (from your Deck) by Tributing 1 "Summoned Skull" and 1 Spellcaster-Type monster from on either side of the field, and cannot be Special Summoned by other ways. This card gains 500 ATK and DEF for every card in your opponent's Graveyard, and loses 500 ATK and DEF this card gains 500 ATK/DEF for every card in your Graveyard this card loses 500 ATK/DEF. If any When a Spell Card is are activated, while this monster is on the field put a Spell Counter on it this card. (Max 5) Discard You can remove 4 Spell Counters from this card; and regain 3000 LP.[/spoiler]

Pretty strange to create a card that's absolutely, objectively, dead once you draw it. (Well, it's a necromancer, eh? Heh, heh.) At least it can make itself more accessible since you can Tribute the things off both sides of the field. (At least, I'm assuming it works that way, and begging that it does.)

 

The simultaneous buff and debuff would mean that this card's stats swing wildly depending on how you've been doing throughout the game. It's not something you want in a pinch unless you're getting rid of an annoying Spellcaster your opponent has.

 

Spell Counter effect is meaningless. 3000 LP gain is not worth 4 Spell Cards, even if it counts the opponent's ones. You can remove that effect and nobody would even notice.

 

[spoiler Song of Lost Souls]If this card is Activate while "Singing Necromancer" is on the field. If and you have less LP than your opponent, then shuffle 6 cards from your Graveyard into your the Deck. If "Song of Lost Souls" is activated while "Singing Necromancer" is not on the field, this card does nothing. If this card was activated while "Singing Necromancer" is on the field and you have more LP than your opponent has less LP than you, they shuffle 6 cards from their Graveyard into their Deck.[/spoiler]

No need to say that it does nothing if the activation conditions aren't met. If the condition can't be met you can't even do anything with the card.

 

This creates an immense swing in stat score for Singing Necromancer, with a +/- 3000 in both ATK and DEF depending on the LP scores when it's resolving. In addition to getting to recycle your S/Ts that are usually not as reusable, that's nuts. Also there's no way you'd be doing this while your opponent is on the disadvantage unless you really want to disable your opponent's Graveyard setup, and even then your opponent has control over what they're getting back.

 

Reduce the number of cards shuffled (say, to 3) so that the stat swing is not as drastic, and you can use the card in more situations with smaller Graveyards.

 

[spoiler Unholy Tome of the Dead]This can only be Activated as long as if there is a Level 8 monster OR 3 Normal Monsters on the field: Target Send 1 of your opponents non-Synchro, Xyz or Fusion Monster your opponent controls, and 1 monster in your to the Graveyard; send the first target to the Graveyard and Special Summon one monster from your graveyard to your side of the field the second target.[/spoiler]

The first part of the activation condition is a lot easier to meet. Pay attention to whether you want the card to count monsters on either side of the field, or specifically under a single player's control, and express it properly.

 

Because this can't hit the Extra Deck monsters, the worthwhile targets it can remove are few. But when it finally happens, it's a great shift in card advantage. But that's offset by the fact that you have trouble using this card in a pinch. When the LV8 monster requirement is fulfilled and is on your opponent's side of the field, usually said LV8 monster is a Synchro or Fusion, something this card can't remove, so when they come knocking you can't stop them. Unless the monster you're reviving can.

 

The free monster revival is questionable, but I'm assuming that you need to get rid of that something your opponent controls so that you get the monster revival. If the opponent takes care of your target, you got nothing.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...