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Dark Realm


Problamatico

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For the leviathan, does the first effect continuously apply, or is it like a quick effect just for that turn, so the card can stop negations against its' summons?

Also, I think Dark Realm Cursed Manticore's effect is a bit...cruel. Permanently taking away stats is a lot. How about if it applies until that card leaves the field?

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Dark Realm Shadow Colossus is by far my favorite in the Dark Realm Archetype. The artwork is so cool, and the effects are really convenient.

Dark Realm Lich Lord's first effect is  super-awesome and creative (summoning back the monsters?!) but the second one is...less than that. 5 turns seems extremely ridiculous; maybe 1, or 2 at most - that is very overpowered when you take into consideration how much Attack and Defense this card has, and how much opponents will need Spell/Trap cards to keep this Archetype's dangerous monster effects at bay.

Same thing goes for the Lich Lady. Six is even worse. Just keep it down to, like, two or something. Or, have some kind of detrimental effect to the player while that effect is active.

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Maybe add an effect that says "Dark Puppetry Delusion" is treated as a "Dark Realm" card. I like the name, but it's technically not a "Dark Realm" card right now, so it's harder to chain and use.

"Dark Realm Fearful Odds" is super cool. I feel like the player should have to pay LP to activate it, though, just because of how powerful the card is.

I feel like the 500 LP taken from "Army of Necros" should be taken by whichever player controls the said "Skull Army Token." Otherwise, it doesn't really make much sense if you control it.

Dark Realm Gutless Zombie is kinda Godmodded ngl, I would make it Level 5 or something, because that is insanely powerful. That is also one of my favorite cards in this deck, especially in terms of effect, alongside Dark Realm Fearful Odds, Dark Puppetry Delusion, and Dark Realm Shadow Colossus. I suppose it's because I love messing with the graveyard and stealing opponent's monsters and effects.

Dark Realm Holy Sacrifice. I think you should make this card easier to activate (1-2 Zombie OR Fiend Type) but make it give less (maybe just straight-up draw 2-4). You could also gain a small amount of LP for every "Dark Realm" monster discarded by the effect, if you want to keep those benefits somewhat around. I'd recommend adding something where you can gain LP, because you spend a lot of LP in many cards and don't really seem to gain any through effects (forgive me if I'm wrong!).

Dark Realm Vile Demise Leviathan is a great boss card. What do you mean, though, when you say "Once per turn, 'Dark Realm' monsters cannot be destroyed"? I don't completely understand.

Super cool archetype, I might actually play a (custom) game with this sometime!

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6 hours ago, Booloomer said:

For the leviathan, does the first effect continuously apply, or is it like a quick effect just for that turn, so the card can stop negations against its' summons?

Also, I think Dark Realm Cursed Manticore's effect is a bit...cruel. Permanently taking away stats is a lot. How about if it applies until that card leaves the field?

Continuous

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4 hours ago, Booloomer said:

Maybe add an effect that says "Dark Puppetry Delusion" is treated as a "Dark Realm" card. I like the name, but it's technically not a "Dark Realm" card right now, so it's harder to chain and use.

"Dark Realm Fearful Odds" is super cool. I feel like the player should have to pay LP to activate it, though, just because of how powerful the card is.

I feel like the 500 LP taken from "Army of Necros" should be taken by whichever player controls the said "Skull Army Token." Otherwise, it doesn't really make much sense if you control it.

Dark Realm Gutless Zombie is kinda Godmodded ngl, I would make it Level 5 or something, because that is insanely powerful. That is also one of my favorite cards in this deck, especially in terms of effect, alongside Dark Realm Fearful Odds, Dark Puppetry Delusion, and Dark Realm Shadow Colossus. I suppose it's because I love messing with the graveyard and stealing opponent's monsters and effects.

Dark Realm Holy Sacrifice. I think you should make this card easier to activate (1-2 Zombie OR Fiend Type) but make it give less (maybe just straight-up draw 2-4). You could also gain a small amount of LP for every "Dark Realm" monster discarded by the effect, if you want to keep those benefits somewhat around. I'd recommend adding something where you can gain LP, because you spend a lot of LP in many cards and don't really seem to gain any through effects (forgive me if I'm wrong!).

Dark Realm Vile Demise Leviathan is a great boss card. What do you mean, though, when you say "Once per turn, 'Dark Realm' monsters cannot be destroyed"? I don't completely understand.

Super cool archetype, I might actually play a (custom) game with this sometime!

What I meant was that while Leviathan was on the field, any effect that would affect a Dark Realm monster (targeted or otherwise) would be negated once per turn.

5 hours ago, Booloomer said:

Dark Realm Shadow Colossus is by far my favorite in the Dark Realm Archetype. The artwork is so cool, and the effects are really convenient.

Dark Realm Lich Lord's first effect is  super-awesome and creative (summoning back the monsters?!) but the second one is...less than that. 5 turns seems extremely ridiculous; maybe 1, or 2 at most - that is very overpowered when you take into consideration how much Attack and Defense this card has, and how much opponents will need Spell/Trap cards to keep this Archetype's dangerous monster effects at bay.

Same thing goes for the Lich Lady. Six is even worse. Just keep it down to, like, two or something. Or, have some kind of detrimental effect to the player while that effect is active.

I can see where you're coming from, but it also affects you, so imagine it like a temporary Jinzo like effect 

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5 hours ago, Booloomer said:

Maybe add an effect that says "Dark Puppetry Delusion" is treated as a "Dark Realm" card. I like the name, but it's technically not a "Dark Realm" card right now, so it's harder to chain and use.

"Dark Realm Fearful Odds" is super cool. I feel like the player should have to pay LP to activate it, though, just because of how powerful the card is.

I feel like the 500 LP taken from "Army of Necros" should be taken by whichever player controls the said "Skull Army Token." Otherwise, it doesn't really make much sense if you control it.

Dark Realm Gutless Zombie is kinda Godmodded ngl, I would make it Level 5 or something, because that is insanely powerful. That is also one of my favorite cards in this deck, especially in terms of effect, alongside Dark Realm Fearful Odds, Dark Puppetry Delusion, and Dark Realm Shadow Colossus. I suppose it's because I love messing with the graveyard and stealing opponent's monsters and effects.

Dark Realm Holy Sacrifice. I think you should make this card easier to activate (1-2 Zombie OR Fiend Type) but make it give less (maybe just straight-up draw 2-4). You could also gain a small amount of LP for every "Dark Realm" monster discarded by the effect, if you want to keep those benefits somewhat around. I'd recommend adding something where you can gain LP, because you spend a lot of LP in many cards and don't really seem to gain any through effects (forgive me if I'm wrong!).

Dark Realm Vile Demise Leviathan is a great boss card. What do you mean, though, when you say "Once per turn, 'Dark Realm' monsters cannot be destroyed"? I don't completely understand.

Super cool archetype, I might actually play a (custom) game with this sometime!

I posted the field spell. Please review 

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On 1/12/2022 at 2:27 PM, Problamatico said:

I'll put written descriptions later

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Here are the details for those who couldn't see

 

Dark Realm Vile Demise Leviathan

Level: 10

Type: Fiend/Effect

ATK: 3000          DEF: 2700
Effect: This monster cannot be normal summoned or set. This card cannot be special summoned, except by banishing cards from your hand, or GY, whose total levels equal this monster's level. Activate the following effects according to the number of monsters banished for this effect:
1: Negate card effects that target this monster.
2 or more: Pay 500LP to negate non-targeting card effects.
5 or more: Pay 1/2 of your LP; return 5 banished cards to your GY.
6 or more: Once per turn 'Dark Realm" cards cannot be destroyed.
10: Increase this monster's ATK by 500 x the number of zombie and/or fiend type monsters in your GY.

Dark Realm Holy Sacrifice

Effect: Discard 2 Zombie type and 2 Fiend type monsters from your hand. Draw 3 cards. Draw one extra card for every 2 "Dark Realm" monsters discarded by this effect.


Dark Realm Gutless Zombie

Level: 2

Type: Zombie/Tuner/Effect

ATK: 400       DEF: 1200

Effect: If possible, target one monster on your opponent's side of the field and equip it to this card. The card zone the targeted monster was in cannot be used. It gains the ATK & DEF of the equipped monster. If this monster were to be destroyed, return the equipped monster to it card zone in DEF position to negate the action. If "Dark Realm Gutless Zombie" is used to synchro summon a monster while equipped with a monster, return the monster in DEF position; the synchro monster then gains that monster's effect (if it was an effect monster).


Army Of Necros

Continuous Spell

Effect: Activate only when "Dark Realm Ghost King Necros" is on the field. Each time a monster is sent to the GY, special summon one "Skull Army" token (Type:Zombie/ Level:3/ ATK:1000/DEF:1000) in ATK position on either your or your opponent's side of the field. The tokens cannot be used for tribute summons. If a token is destroyed, the owner loses 500LP.


Dark Puppetry Delusion

Counter Trap
Effect: When a "Dark Realm" monster is targeted for an attack: You can pay 1000 LP; Take control of 1 monster your opponent controls until the end of Battle Phase. You must take control of a monster other than the attacking monster if possible. Then you may apply 1 of the following effects.
1:The attacking monster attacks the monster you took control of instead; your opponent takes any resulting battle damage.
2:If your opponent controls no other monsters than the attacking monster, take control of the attacking monster and inflict damage to your opponent equal to half of the ATK of monster you took control of.


Dark Realm Fearful Odds

Continuous Spell

Effect: Activate only if you have a "Dark Realm" monster on your side of the field while "Dark Realm" in on the field. All of your opponents monsters are switch to DEF position and lose 1000 DEF points. If the monsters' DEF are less than 1000, destroy the monster(s).


Dark Realm Holy Baptism

Continuous Trap

Effect: Once per turn, you can send 1 "Dark Realm" monster from your hand to the GY except "Dark Realm Vile Demise Leviathan"; then target one monster on your side of the field. That card's name and effect become that of the discarded monster.


Dark Realm Ghost King Necros

Level: 5

Type: Zombie/Effect

ATK: 2400         DEF:2000
Effect: You can normal summon this monster without tributes. If you do, its ATK, DEF and level are halved. When summoned successfully, special summon one level 4 or lower "Dark Realm" monster from your hand or GY.


Dark Realm Ghost Queen Chiron

Level: 4

Type: Zombie/Effect

ATK: 1000          DEF: 2200

Effect: Can only be summoned in face up DEF position or set unless "Dark Realm Ghost King Necros" is on the field. You can equip this monster to "Dark Realm Ghost King Necros", and if you do, "Dark Realm Ghost King Necros" gains 400 ATK and can attack your opponent directly. When you activate this effect, you can only attack with "Dark Realm Ghost King Necros" for that turn.
Dark Realm Lich Lady

Level: 6

Type: Zombie/Synchro/Effect

ATK: 2000            DEF: 2400

Effect: 1 Zombie-type Tuner monster + "Dark Realm Ghost Queen Chiron"
When this monster is synchro summoned, special summon then monsters used to synchro summon it in ATK position (This is a Quick play effect). Trap cards cannot be used for the number of your opponent's turns equal to this card's level number.


Dark Realm Lich Lord

Level: 5

Type: Zombie/Synchro/Effect

ATK: 2000            DEF: 2400

Effect: 1 Zombie-type Tuner monster + "Dark Realm Ghost King Necros"
When this monster is synchro summoned, special summon then monsters used to synchro summon it in ATK position (This is a Quick play effect). Spell cards cannot be used for the number of your opponent's turns equal to this card's level number.


Dark Realm Shadow Colossus

Level: 10

Type: Fiend/Fusion/Effect

ATK: 2000        DEF: 3200

Effect: 3 "Dark Realm Shadow Ghoul"
You can special summon this monster without "Polymerization" by sending the above fusion materials from your hand or field to the GY. This monster can attack your opponent directly. Cards cannot be activated when this monster declares an attack. After this monster attacks it is switched to DEF position until your next Main Phase 1.



Dark Realm Mutation

Continuous Trap

Effect: Target one monster on your opponent's side of the field. That monster is treated as a "Dark Realm" monster while this card is face up on the field. The targeted monster gains 300 ATK but loses 500 ATK during each of your opponent's Standby Phases. If it's ATK reaches 0, destroy the monster.


Dark Realm Cursed Manticore

Level: 7
Type: Fiend/Effect

ATK: 2700             DEF: 2100

Effect: If this monster was tribute summoned with 2 Zombie type monsters activate this effect; while this card is on the field, all of your opponent's monsters lose 500 ATK & DEF permanently.
Inflict piercing damage to your opponent.



Dark Realm

Field Spell

Effect: All Zombie and Fiend type monsters gain 400 ATK & DEF. Once per turn, "Dark Realm" monsters cannot be destroyed by battle or card effects.

13 hours ago, Booloomer said:

I'm a bit confused on the "once per turn" thing. Does that mean you can stop the destruction of a "Dark Realm" monster once per turn, or all of the monsters for the whole turn?

A or all Dark Realm. Which ever come first

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  • 1 month later...

Looks pretty solid! Though I must say, Holy Sacrifice looks extremely busted if used properly, we're looking at a potential +3. As for Demise Leviathan, his 10 monster banish effect really counters it self, since you are supposed to banish 10 Level1 monsters, and it gets 500 for each Zombie/Fiend in GY. I doubt you'd have many after that clean-up xD

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On 2/28/2022 at 9:09 PM, PrinceAsmodeus said:

Looks pretty solid! Though I must say, Holy Sacrifice looks extremely busted if used properly, we're looking at a potential +3. As for Demise Leviathan, his 10 monster banish effect really counters it self, since you are supposed to banish 10 Level1 monsters, and it gets 500 for each Zombie/Fiend in GY. I doubt you'd have many after that clean-up xD

That's where the 5 effect comes in.

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