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Type idea......


FinnDragon

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so Yu-Gi-Oh! 5D's era gives us Psychic-Types (Okey, no problem here) & Yu-Gi-Oh! Arc-V has now given us Wyrm-Type ( Sooooooo Dragon-types are from west & Wyrm-types are from east .........i think?). So keeping up with this how about ......... Yokai-Type?

 

Well, actually this is not ''new'' type. In Yu-Gi-Oh! GX manga (in english version anyway) Bastion's deck is sayed to be Yokai-type. But the most of the monsters he uses are in reality Zombie-Type (like ''Mezuki''). So there is not real Yokai-Type monsters.( ''Why not?'' if you ask me).

 

[spoiler Neutral card]

 

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[spoiler Effect]

Yokai-Type monsters gain 300 ATK and DEF. Once per turn, when a Spell Card is activated: You can add 1 Level 4 or lower Yokai-Type monster from your Deck to your hand.

 

 

 

 

 

 

 

[spoiler Kitsune]

 

[spoiler Monsters]

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[spoiler Effect]

If this card is sent from Field to Graveyard: Special Summon 1 Level 4 or lower Yokai-Type monster from your Deck.

If this card is send from your Hand to Graveyard: Special Summon this card from Your Graveyard to your side the Field.

 

 

 

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[spoiler Effect]

If this card is sent from Field to Graveyard: Add 1 Spell card From your Deck to your Hand.

If this card is send from your Hand to Graveyard: Add 1 Trap card From your Deck to your Hand.

 

 

 

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[spoiler Effect]

If this card is sent from Field to Graveyard: Destroy 1 monster into Field.

If this card is send from your Hand to Graveyard: Destroy 1 Spell/Trap card into Field.

 

 

 

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[spoiler Effect]

This card cannot be Special Summoned.

If this card is sent from Field to Graveyard: Destroy all card in to Field.

If this card is send from your Hand to Graveyard: Inflict 1200 points of Damage to your Opponent's Life Points.

 

 

 

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[spoiler Effect]

If this card is sent from Field to Graveyard: Return up to 2 cards from Field to their owner's hand.

If this card is send from your Hand to Graveyard: Increases DEF of All face-up Yokai-Type monsters by 500 until End Phase.

 

 

 

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[spoiler Effect]

If this card is sent from Field to Graveyard: Draw 1 card.

If this card is send from your Hand to Graveyard: Increases ATK of All face-up Yokai-Type monsters by 500 until End Phase.

 

 

 

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[spoiler Effect]

If this card is sent from Field to Graveyard: inflict 800 points of damage to your opponent's Life Points.

If this card is send from your Hand to Graveyard: Gain 1000 Life Points

 

 

 

 

 

 

[spoiler Spells & Traps]

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[spoiler Effect]

Once per turn, during each Players Standby Phase, you can send 1 card from your to Graveyard: put 1 ''Kitsune Soul Counter'' in to this card. All ''Kitsune'' monsters gains 200 ATK & DEF for each ''Kitsune Soul Counter'' on this card.

 

 

 

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[spoiler Effect]

Activated this card when your opponent attacks Face-up ''Kitsune'' Monster: Double the ATK of that monster until end of that battle's Damage Step. Neither player takes Battle Damages from this battle.

 

 

 

 

 

 

 

 

 

 

[spoiler Jorogumo]

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[spoiler Effect]

FLIP: Inflict 400 damage to your opponent for each Yokai-type monster in your Graveyard.

 

 

 

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[spoiler Effect]

FLIP: Gain 400 Life Points for each Yokai-type monster in your Graveyard.

 

 

 

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[spoiler Effect]

FLIP: Draw 2 cards from your deck. If you have 3 or more Spell cards in your side the Field: Draw 3 cards from your deck.

 

 

 

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[spoiler Effect]

Activated when Yokai-type monsters is destroyed in Battle: Select 1 ''Jorogumo'' monster from your graveyard and Special Summon it to Face-Down Defence Position

 

 

 

 

 

 

 

[spoiler Yuki-Onna]

 

[spoiler Monsters]

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[spoiler Effect]

When you Normal Summon this card: Place 1 ''Ice Crystal Counter'' on this card for each Yokai-Type monster on the field. Once per turn, during your Main Phase, You can remove 2 ''Ice Crystal Counter'' from this card: Return 1 card from the Field to bottom of it's owners deck.

 

 

 

5cDrXzl.jpg

[spoiler Effect]

When this card is Normal Summoned: Place 1 ''Ice Crystal Counter'' on this card for each Yokai-Type monster on the field. Once per turn, during your Main Phase, You can remove 2 ''Ice Crystal Counter'' from this card: Gain 1000 Life Points.

 

 

 

ssK4QOG.jpg

[spoiler Effect]

When this card is Normal Summoned: Place 1 ''Ice Crystal Counter'' on this card for each Yokai-Type monster on the field. Once per turn, during your Main Phase, You can remove 3 ''Ice Crystal Counter'' from this card: Destroy 1 card in the Field.

 

 

 

Uwrhlgu.jpg

[spoiler Effect]

When this card is Normal Summoned: Place 1 ''Ice Crystal Counter'' on this card for each Yokai-Type monster on the field. Once per turn, during your Main Phase, You can remove 2 ''Ice Crystal Counter'' from this card: Special Summon 1 level 4 or lower Yokai-Type monster from your Deck.

 

 

 

Rw3cju8.jpg

[spoiler Effect]

When this card is Normal Summoned: Place 1 ''Ice Crystal Counter'' on this card for each Yokai-Type monster on the field. Once per turn, during your Main Phase, You can remove 3 ''Ice Crystal Counter'' from this card: Your opponent cannot Set or Activated Any Spell or Trap cards until end of His/Her End Phase.

 

 

 

AYKwSXa.jpg

[spoiler Effect]

When this card is Normal Summoned: Place 1 ''Ice Crystal Counter'' on this card for each Yokai-Type monster on the field. Once per turn, during your Main Phase, You can remove 3 ''Ice Crystal Counter'' from this card: Draw 1 card. If you control 3 or more ''Yuki-Onna'' monster: you can draw 2 cards instead.

 

 

 

Vk3mIVZ.jpg

[spoiler Effect]

You can Special Summon this card (from your Hand) by removing 5 ''Ice Crystal Counter'' from the Field. During Your Standby Phase: Place 1 ''Ice Crystal Counter'' on this card for Each Yokai-Type monster on the Field. This card gains 200 ATK & DEF for each ''Ice Crystal Counter'' on it.

 

 

 

 

 

 

[spoiler Spells & Traps]

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[spoiler Effect]

During your End Phase: Put 1 ''Ice Crystal Counter'' on Each Face-Up monster on the Field. All non-WATER monsters lose 100 ATK & DEF for each ''Ice Crystal Counter'' on them.

 

 

 

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[spoiler Effect]

''Yuki-Onna'' monsters with ''Ice Crystal Counters'' cannot be destroyed in battle. During Your Standby Phase: Pay 800 Life Points Or Destroy this card.

 

 

 

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[spoiler Effect]

''Yuki-Onna'' monsters with ''Ice Crystal Counters'' cannot be destroyed by card effect. During Your Standby Phase: Pay 1000 Life Points or destroy this card.

 

 

 

 

 

 

 

 

 

 

So.... what is your opinion?

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In a technical sense, Bastion's cards from GX aren't exactly Zombie material; they're more of spirits. They were likely changed because Zombie was the closest equivalent to what they were.

 

For the field, it's a simple power boost; but is essentially a tutor for Yokais when an S/T triggers.

Roar helps you get over a troublesome monster; Spirits boosts if you ditch a card (although it can combo with the Nine Tails to inflict heavy burn).

 

In terms of the Nine Tails, I'd likely lower the damage output on it, given that it can be triggered by Spirits and other stuff.

(Although it is an anti-Mind Crush measure + other cards that kill stuff in the hand.)

 

Then again, it's also a field wipe once it dies; in a similar vein to Black Rose and Dragon Queen of Tragic Endings (that one used in 5Ds during Dark Signer arc).

 

I'll say more later, given it is 2:30 am as I'm writing this.

 

-------

Also, post your card's lore underneath, so it's easier for us to read things (and fix your card grammar).

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Seems subtle so far. Though I can't help but feel that the Field Spell would be unfair; however, that'd only be taken into account if more stronger Yokai monsters were made.

 

In a technical sense, Bastion's cards from GX aren't exactly Zombie material; they're more of spirits. They were likely changed because Zombie was the closest equivalent to what they were.

 

For the field, it's a simple power boost; but is essentially a tutor for Yokais when an S/T triggers.

Roar helps you get over a troublesome monster; Spirits boosts if you ditch a card (although it can combo with the Nine Tails to inflict heavy burn).

 

In terms of the Nine Tails, I'd likely lower the damage output on it, given that it can be triggered by Spirits and other stuff.

(Although it is an anti-Mind Crush measure + other cards that kill stuff in the hand.)

 

Then again, it's also a field wipe once it dies; in a similar vein to Black Rose and Dragon Queen of Tragic Endings (that one used in 5Ds during Dark Signer arc).

 

I'll say more later, given it is 2:30 am as I'm writing this.

 

-------

Also, post your card's lore underneath, so it's easier for us to read things (and fix your card grammar).

 

Thank you both from feedback.

Nine Tails effect damage lowered.

Lore added. (fix Grammar......How? My english is not perfect.)

Question: How to fix Field Spell so it is not Unfair? (NOT planing to do Powerfull Yokai-type monster,thou. Then again, what is powerfull is sometimes opinion question.)

Jorogumo monsters added.

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Basically, we're referring to your card's OCG (or card grammar).

 

You don't have to be perfect at writing it; provided we can understand it, you should be fine. We just ask that you post it for convenience, so in the event that there are some major issues with it, it'll be easier to fix it. Right now, yours should be clear enough (some of them have small errors like capitalization and other things related to English composition, but those can be fixed easily).

 

-----

Regarding the Field Spell, as it's worded right now, it triggers whenever a Spell/Trap is activated, regardless if it's during your opponent's turn or yours.

Granted, it is once per turn, so it's not like you can continually plus off of S/T activations that turn.

 

You could change it to whenever you activate a S/T card, instead of it using the opponent as a springboard for your moves.

That, or either Spells or Traps but not both.

 

At the moment, not sure on what you can do to avoid it searching a card every turn (while yes, it is helpful in the event you didn't draw a monster during the first turn or something).

 

(Fixed OCG for Field Spell)

 

Yokai-Type monsters gain 300 ATK and DEF. Once per turn, when a Spell/Trap Card is activated: You can add 1 Level 4 or lower Yokai-Type monster from your Deck to your hand.

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T

 

Basically, we're referring to your card's OCG (or card grammar).

 

You don't have to be perfect at writing it; provided we can understand it, you should be fine. We just ask that you post it for convenience, so in the event that there are some major issues with it, it'll be easier to fix it. Right now, yours should be clear enough (some of them have small errors like capitalization and other things related to English composition, but those can be fixed easily).

 

-----

Regarding the Field Spell, as it's worded right now, it triggers whenever a Spell/Trap is activated, regardless if it's during your opponent's turn or yours.

Granted, it is once per turn, so it's not like you can continually plus off of S/T activations that turn.

 

You could change it to whenever you activate a S/T card, instead of it using the opponent as a springboard for your moves.

That, or either Spells or Traps but not both.

 

At the moment, not sure on what you can do to avoid it searching a card every turn (while yes, it is helpful in the event you didn't draw a monster during the first turn or something).

 

(Fixed OCG for Field Spell)

 

Yokai-Type monsters gain 300 ATK and DEF. Once per turn, when a Spell/Trap Card is activated: You can add 1 Level 4 or lower Yokai-Type monster from your Deck to your hand.

Thanks.

Field Spell Fix ( Now only With Spell cards)

Yuki-Onna Added.

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