MickeyDee Posted June 26, 2021 Report Share Posted June 26, 2021 I made these guys based on chemical elements and reactions. They are set apart from other archetypes based on this concept because their levels are all equal to the number of valence electrons of the element. Thus, they try to Synchro Summon a Level 8 monster to fill the electron shell. The lower level and Synchro monsters mostly focus on punishing opponent actions with burn damage while the higher level monsters either increase card advantage or protect other monsters. Design wise, they should be humanoid figures made of the element with 'hair' made of flames the color of the element when burned. This is my first post here so please help me with OCG phrasing and making sure the cards fulfill the concept without being broken or useless. I'm particularly wary of the level 1 monsters being too strong if they negate the effect but too weak if they don't and just inflict the burn damage. Any other help will of course be much appreciated. Main Deck Monsters Ionic Spirit Hydros – Fire Thunder * 100/100 When your opponent declares a direct attack (Quick Effect): You can send this card from your hand to the GY.; special summon up to 2 “Ionic Spirit Hydros” from your deck or hand. Ionic Spirit Lithi – Fire Thunder * 300/300 When your opponent activates a Spell Card (Quick Effect): You can special summon this card from your hand; negate its activation and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Sodi – Fire Thunder * 200/200 When your opponent activates a monster effect (Quick Effect): You can special summon this card from your hand; negate its activation and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Potash – Fire Thunder * 200/200 When your opponent activates a Trap Card (Quick Effect): You can special summon this card from your hand; negate its activation and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Rubid – Fire Thunder * 100/100 When your opponent special summons a monster from their hand or deck (Quick Effect): special summon this card from your hand; negate the summoning and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Beryll – Fire Thunder ** 400/400 When an “Ionic Spirit” monster you control is destroyed in battle (Quick Effect): You can special summon this card from your hand; it is now Main Phase 2. Ionic Spirit Magni – Fire Thunder ** 300/300 During damage calculation, when you would take battle damage (Quick Effect): You can special summon this card from your hand; make yourself take no battle damage from that battle, and if you do, each player takes 800 damage. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Calci – Fire Thunder ** 200/200 When an "Ionic Spirit" monster you control attacks a monster with higher attack points (Quick Effect): You can special summon this card from your hand; Increase your monster’s attack by the difference between its attack and the attacking monster’s + 400 until the end phase of this turn. Ionic Spirit Stronti – Fire Thunder ** 200/200 When an “Ionic Spirit” monster you control is destroyed by card effect (Quick Effect): You can special summon this card from your hand; destroy 1 card your opponent controls. Ionic Spirit Oxys – Fire Thunder Tuner ****** 1800/2400 When this card is successfully normal summoned: shuffle up to 3 “Ionic Spirit” cards from your graveyard to your deck; then draw 2 cards. Ionic Spirit Sulpho – Fire Thunder Tuner ****** 1600/2400 When this card is successfully normal summoned: add 1 "Ionic Spirit" monster from your graveyard to your hand. Ionic Spirit Flori – Fire Thunder Tuner ******* 1900/2800 You can special summon this monster during your opponent’s Main Phase by tributing 2 “Ionic Spirit” monsters. A Synchro monster summoned using this card cannot be targeted. Ionic Spirit Chlori – Fire Thunder Tuner ******* 1700/2800 You can special summon this monster during your opponent’s Main Phase by tributing 2 “Ionic Spirit” monsters. The summoning of a Synchro monster using this card cannot be negated. Extra Deck Monsters Ionic Spirit Al Malah– Fire Thunder Synchro ******** 1900/3000 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to activate a card effect. When this card is sent from the field to the graveyard; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Ionic Spirit Al Maa– Fire Thunder Synchro ******** 2000/2600 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to special summon a monster. When this card is sent from the field to the graveyard; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Ionic Spirit Al Hamad– Fire Thunder Synchro ******** 1800/2900 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to declare an attack. When this card is sent from the field to the graveyard; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Ionic Spirit Al Kali– Fire Thunder Synchro ******** 2100/2700 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to set a card. When this card is sent from the field to the graveyard; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Support Cards Ionic Spirit Bonds - Normal Spell Card If you control an "Ionic Spirit" monster; you may normal summon an additional "Ionic Spirit" monster this turn. Banish this card from your graveyard: special summon 1 "Ionic Spirit" monster from your GY. You must control at least 1 "Ionic Spirit" monster to activate this effect. You may only activate 1 "Ionic Spirit Bonds" effect per turn and each effect may only be activated once per turn. Ionic Spirit Catalyst- Continuous Trap Card All "Ionic Spirit" monsters require 1 less tribute to summon. Send this face up card from the field to the GY: Synchro summon 1 monster that can be summoned with "Ionic Spirit" monsters you control. Ionic Spirit Combustibility - Normal Trap Card Destroy all "Ionic Spirit" monsters you control: Your opponent selects an equal amount of monsters they control; destroy them. Inflict 200 points of damage to your opponent for each of their cards destroyed by this effect. Ionic Spirit Spontaneous Reaction- Counter Trap Card Synchro summon 1 monster that can be summoned with "Ionic Spirit" monsters you control. Ionic Spirit Volatility - Normal Trap Card When your opponent special summons a monster from the extra deck: banish "Ionic Spirit" monsters from your graveyard whose combined level is equal to the summoned monster's; destroy the monster and inflict damage to your opponent equal to the level of the monster x 100. Link to comment Share on other sites More sharing options...
Loleo Posted June 29, 2021 Report Share Posted June 29, 2021 On 6/26/2021 at 12:17 PM, MickeyDee said: I made these guys based on chemical elements and reactions. They are set apart from other archetypes based on this concept because their levels are all equal to the number of valence electrons of the element. Thus, they try to Synchro Summon a Level 8 monster to fill the electron shell. The lower level and Synchro monsters mostly focus on punishing opponent actions with burn damage while the higher level monsters either increase card advantage or protect other monsters. Design wise, they should be humanoid figures made of the element with 'hair' made of flames the color of the element when burned. This is my first post here so please help me with OCG phrasing and making sure the cards fulfill the concept without being broken or useless. I'm particularly wary of the level 1 monsters being too strong if they negate the effect but too weak if they don't and just inflict the burn damage. Any other help will of course be much appreciated. Main Deck Monsters Ionic Spirit Hydros – Fire Thunder * 100/100 When your opponent declares a direct attack (Quick Effect): You can special summon this card from your hand, then special summon up to 2 “Ionic Spirit Hydros” from your deck or hand. Ionic Spirit Lithi – Fire Thunder * 300/300 When your opponent activates a Spell Card (Quick Effect): You can special summon this card from your hand; negate its activation and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Sodi – Fire Thunder * 200/200 When your opponent activates a monster effect (Quick Effect): You can special summon this card from your hand; negate its activation and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Potash – Fire Thunder * 200/200 When your opponent activates a Trap Card (Quick Effect): You can special summon this card from your hand; negate its activation and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Rubid – Fire Thunder * 100/100 When your opponent special summons a monster from their hand or deck (Quick Effect): special summon this card from your hand; negate the summoning and destroy it. Then inflict 400 points of damage to your opponent. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Beryll – Fire Thunder ** 400/400 When an “Ionic Spirit” monster you control is destroyed in battle (Quick Effect): You can special summon this card from your hand; end the battle phase. Ionic Spirit Magni – Fire Thunder ** 300/300 During damage calculation, when you would take battle damage (Quick Effect): You can special summon this card from your hand; make yourself take no battle damage from that battle, and if you do, each player takes 800 damage. You must control an “Ionic Spirit” monster to activate and resolve this effect. Ionic Spirit Calci – Fire Thunder ** 200/200 When an "Ionic Spirit" monster you control attacks a monster with higher attack points (Quick Effect): You can special summon this card from your hand; Increase your monster’s attack by the difference between its attack and the attacking monster’s + 400 until the end phase of this turn. Ionic Spirit Stronti – Fire Thunder ** 200/200 When an “Ionic Spirit” monster you control is destroyed by card effect (Quick Effect): You can special summon this card from your hand; destroy 1 card your opponent controls. Ionic Spirit Oxys – Fire Thunder Tuner ****** 1800/2400 When this card is successfully normal summoned: shuffle 3 “Ionic Spirit” cards from your graveyard to your deck; then draw 2 cards. Ionic Spirit Sulpho – Fire Thunder Tuner ****** 1600/2400 When this card is successfully normal summoned: add 1 "Ionic Spirit" monster from your graveyard to your hand. Ionic Spirit Flori – Fire Thunder Tuner ******* 1900/2800 You can special summon this monster during your opponent’s Main Phase by tributing 2 “Ionic Spirit” monsters. A Synchro monster summoned using this card cannot be targeted. Ionic Spirit Chlori – Fire Thunder Tuner ******* 1700/2800 You can special summon this monster during your opponent’s Main Phase by tributing 2 “Ionic Spirit” monsters. The summoning of a Synchro monster using this card cannot be negated. Extra Deck Monsters Ionic Spirit Al Malah– Fire Thunder Synchro ******** 1900/3000 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to activate a card effect. When this card is sent from the field to the graveyard and the materials used for this card's summon are in the GY; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Ionic Spirit Al Maa– Fire Thunder Synchro ******** 2000/2600 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to special summon a monster. When this card is sent from the field to the graveyard and the materials used for this card's summon are in the GY; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Ionic Spirit Al Hamad– Fire Thunder Synchro ******** 1800/2900 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to declare an attack. When this card is sent from the field to the graveyard and the materials used for this card's summon are in the GY; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Ionic Spirit Al Kali– Fire Thunder Synchro ******** 2100/2700 1 "Ionic Spirit" Tuner + 1 or more non-Tuner monsters. Your opponent must pay 400 life points to set a card. When this card is sent from the field to the graveyard and the materials used for this card's summon are in the GY; special summon the Tuner used to summon this card and shuffle the other material monsters into your deck. Support Cards Ionic Spirit Bonds - Normal Spell Card If you control an "Ionic Spirit" monster; you may normal summon an additional "Ionic Spirit" monster this turn. Banish this card from your graveyard: special summon 1 "Ionic Spirit" monster from your GY. You must control at least 1 "Ionic Spirit" monster to activate this effect. You may only activate 1 "Ionic Spirit Bonds" effect per turn and each effect may only be activated once per turn. Ionic Spirit Catalyst- Continuous Trap Card All "Ionic Spirit" monsters require 1 less tribute to summon. Send this face up card from the field to the GY: Synchro summon 1 monster that can be summoned with "Ionic Spirit" monsters you control. Ionic Spirit Combustibility - Normal Trap Card Destroy all "Ionic Spirit" monsters you control: Your opponent selects an equal amount of monsters they control; destroy them. Inflict 200 points of damage to your opponent for each of their cards destroyed by this effect. Ionic Spirit Spontaneous Reaction- Counter Trap Card Synchro summon 1 monster that can be summoned with "Ionic Spirit" monsters you control. Ionic Spirit Volatility - Normal Trap Card When your opponent special summons a monster from the extra deck: banish "Ionic Spirit" monsters from your graveyard whose combined level is equal to the summoned monsters; destroy the monster and inflict damage to your opponent equal to the level of the monster x 100. You made these cards well and this could make a good archetype. See my recommendations in the quote. You could make links, rank 1s, fusions, all sorts of great cards ideas all require Ionics rank 1 XYZ - (quick effect) draw a card when you activate an ionic effect. If a ionic monster would be banished detach material negate deal 400. link 2 target 1 Ionic tuner 1 non tuner opponent adds 1 to your hand you add other to top or bottom of deck. link 3 if your opponent adds cards to their hand outside their draw phase you can discard an ionic they discard the cards the added link 4 opponent take double LP from/for ionic effects. Ionic extra deck monsters are unaffected by card effects while you control at least one main deck Ionic. Fusion: 1 "Ionic" tuner + 1 ionic synchro + 3 "ionic" monsters Must be summoned by returning the above fusion material to the deck and can't be summoned by other ways. only summon one per turn. Your opponent can't activate cards in response to your Ionic card effects. If your opponent takes effect damage or pays life points you gain the same amount. May make better wording for the idea cards later. Great job on a wonderful archetype I loved it. level 11 synchro requires 1 ionic tuner + 2+ ionic non tuner During each end phase ; if a monster left your side of the field this turn by an opponent's card effect and no card's are in your GY. Deal 4000 damage to your opponent. You can only activate this effect of "" once per turn. Link to comment Share on other sites More sharing options...
MickeyDee Posted June 29, 2021 Author Report Share Posted June 29, 2021 1 hour ago, ITSUKOSOADO said: You made these cards well and this could make a good archetype. See my recommendations in the quote. You could make links, rank 1s, fusions, all sorts of great cards ideas all require Ionics rank 1 XYZ - (quick effect) draw a card when you activate an ionic effect. If a ionic monster would be banished detach material negate deal 400. link 2 target 1 Ionic tuner 1 non tuner opponent adds 1 to your hand you add other to top or bottom of deck. link 3 if your opponent adds cards to their hand outside their draw phase you can discard an ionic they discard the cards the added link 4 opponent take double LP from/for ionic effects. Ionic extra deck monsters are unaffected by card effects while you control at least one main deck Ionic. Fusion: 1 "Ionic" tuner + 1 ionic synchro + 3 "ionic" monsters Must be summoned by returning the above fusion material to the deck and can't be summoned by other ways. only summon one per turn. Your opponent can't activate cards in response to your Ionic card effects. If your opponent takes effect damage or pays life points you gain the same amount. May make better wording for the idea cards later. Great job on a wonderful archetype I loved it. level 11 synchro requires 1 ionic tuner + 2+ ionic non tuner During each end phase ; if a monster left your side of the field this turn by an opponent's card effect and no card's are in your GY. Deal 4000 damage to your opponent. You can only activate this effect of "" once per turn. Thank you, I'm glad you like them. I'll think about the specifics before making it official but I like your XYZ, Link and Fusion monsters. 4000 damage is way too much for the level 11 Synchro however. I think the XYZ Links will be called Noble Ionic Spirits and based on the Noble gasses (unreactive elements = no leveled monsters who can't synchro with the rest) while the Fusion monster will be called Unstable Ionic Spirit Urano after Uranium. Link to comment Share on other sites More sharing options...
Loleo Posted June 29, 2021 Report Share Posted June 29, 2021 I'm glad you like my cards the 4000 damage is only because not only is the monster hard to summon it is a hard effect to pull off not to mention your opponent would have to let it work on purpose, but this is your archetype so I will leave the damage to you. The ideas for the names are so perfect it's uncanny. If you made the synchro level 12 the perfect name could be "Sweet Ionic spirit Perfectose" as the compound is... C6H12O6... 24 oh well there is 12 hydrogen... hmm... is there an alcohol? You could just call "Complete Ionic spirit Dodeca"? I really thought I was onto something. Your naming skills, archetypical creativity, use of knowledge, consistent gimmick, balancing, and wording are all very well done! Out of curiosity were did you come up with the names of the extra deck monsters? Link to comment Share on other sites More sharing options...
Loleo Posted June 29, 2021 Report Share Posted June 29, 2021 On 6/26/2021 at 12:17 PM, MickeyDee said: Main Deck Monsters Ionic Spirit Hydros – Hydrogen Ionic Spirit Lithi – Lithium Ionic Spirit Sodi –Sodium Ionic Spirit Potash –Potassium Ionic Spirit Rubid – Rubidium Ionic Spirit Beryll – Beryllium Ionic Spirit Magni – Magnesium Ionic Spirit Calci – Calcium Ionic Spirit Stronti – Strontium Ionic Spirit Oxys – Oxygen Ionic Spirit Sulpho – Sulfur Ionic Spirit Flori – Florine Ionic Spirit Chlori – Chlorine Extra Deck Monsters Ionic Spirit Al Malah– Ionic Spirit Al Maa– Ionic Spirit Al Hamad– Ionic Spirit Al Kali– Support Cards Ionic Spirit Bonds - Normal Spell Card Ionic Spirit Catalyst- Continuous Trap Card Ionic Spirit Combustibility - Normal Trap Card Ionic Spirit Spontaneous Reaction- Counter Trap Card Ionic Spirit Volatility - Normal Trap Card When your opponent special summons a monster from the extra deck: banish "Ionic Spirit" monsters from your graveyard whose combined level is equal to the summoned monster's (missing apostrophe almost thought it worked if they were summoning multiple monsters); destroy the monster and inflict damage to your opponent equal to the level of the monster x 100. I think I got al the main deck cards understood where did you come up for the names of the synchros? Link to comment Share on other sites More sharing options...
MickeyDee Posted June 29, 2021 Author Report Share Posted June 29, 2021 9 hours ago, ITSUKOSOADO said: I think I got al the main deck cards understood where did you come up for the names of the synchros? Because of the history of chemistry and to occlude their meanings, I used Google Translate Arabic. Al Malah - Salt Al Maa - Water Al Hamad - Acid Al Kali - Base Thanks for the typo catch. Link to comment Share on other sites More sharing options...
Dokutah Posted August 30, 2021 Report Share Posted August 30, 2021 - Link to comment Share on other sites More sharing options...
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