Jump to content

Crimson Dragon Signer Club / All hail the Crimson Dragon


Haou Devil 12

Recommended Posts

[spoiler=Red Demon Black Rose stuff]

I figure that, since I have 2 jobs, that I'll combine the jobs like this: I'll evaluate the cards for their weaknesses and their ways of being able to destroy a 4000 DEF monster.

This time I am reading the "Candle" cards made by .:Symptoms of Death:.. These are a set of FIRE attribute monsters, so one weakness comes to find immediately, as does two solutions: Water Dragon and Elemental Absorber. But more on the monsters. They summon Wax Tokens to the field. For some of them, when they have summoned a certain number, they are destroyed. But wax tokens are also quite essential for some effects that they have. Pretty much all you have to do is summon King Tiger Wanghu to take care of the Wax Tokens getting summoned, protect the Tiger, and many of the monsters will destroy themselves by their own effects. Everburning Candle, though, will prevent a "Candle" monsters self-destruction.

 

As for ways of getting rid of 4000 DEF monsters, this archetype has 2:

W - Wick Whip can destroy a 4000 DEF monster provided that the monster has a low ATK.

X - Extreme Heat can also destroy a 4000 DEF monster, provided that the defender monster has a low ATK.

 

Link to comment
Share on other sites

  • Replies 73
  • Created
  • Last Reply

[spoiler=Red Demon Black Rose stuff]

I will most likely be reading cards in the "Finished Cards/Card Sets place in addition to the Written cards section, mainly because it's easier to find card sets in the "card sets" section (duh!). Anyway, I looked at the "Spell Weaver" cards, a set of cards made by Nijikioku. These cards are all Spellcaster monsters. The ones in written cards so far have no effects, but the ones in Finished Cards/Sets are finished. Of all the ones with written effects, I noticed that they have NO WAY to get rid of monsters other than attacking. Also, it is hard to understand Spell Weaver - Yae's effect. What in the world does "designate 1 Spell, Trap, or monster effect and reverse its effect" mean? So far,the ONLY way they can destroy a 4000 DEF defense position monster is if Spell Weaver - Heyoga's second ability is used at least twice to get its ATK to 4200. Some of the Spell Weavers are overpowered (like Spell Weaver - Aelice), but very few of the Spell Weavers can be used for offensive purposes. Use Heavy Beatdown strategy against them and you (most likely) will win the duel.

A few other things to note:

-These cards mainly lock down the opponent in some way. Ex: Aelice prevents Spell Weavers from being affected by card effects, Blaise can't be destroyed if there is another Spell Weaver on the field, Roland prevents field cards from being destroyed, etc.

-Aelice, Roland, and Stinlegrid are overpowered. Roland and Stinlegrid can be splashed anywhere.

- A little "Last Day of Witch" action never hurt anyone, except these guys and Dark Magician. "Last Day of Witch" (I don't think that's the name though) is pretty much Eradicating Aerosol for Spellcasters.

 

Link to comment
Share on other sites

I think I can help you understand that effect. You see when it says designate 1 Spell or Trap Card, it means select 1 Spell or Trap Card and when it say reverse the effect, it means instead of the effect working on you, it works on your opponent then. Other than that, good work member. Just give me 2 more pieces of information and you'll get your promotion. Plus, +1 rep.

Link to comment
Share on other sites

So, if I'm right, then not only do I look at the cards and cards sets for their weaknesses, I look for ways that archetype can destroy 4000 DEF monsters and I create cards that destroy that archetype. ll right then. I'll report here when I find something.

Link to comment
Share on other sites

[spoiler=Stardust Red Demon Black Rose stuff]

Okay, I came across a set of cards called the "Spirit Crystal" cards made by jjackv2. These cards are very easy to beat, but, based on the set so far, I bet that there will be more in the future. These cards are EARTH Rock-type monsters, except "Spirit Crystal Dragon". These cards all have something to do with the first card in some way or another: Spirit Crystal - Basic. It is a Level 3 EARTH [Rock / Tuner] with ATK 500 and DEF 1200. In order to get one of the stronger monsters out, you have to use one of 3 spells and you get a better monster, either Spirit Crystal - Jagger, Panser, or Schneider. These have special abilities which involve dealing damage directly. The fusion of the 3 upgraded monsters is a serious disappointment. These cards have no way so far to get rid of monsters with 4000 DEF, but they can deal damage past it. Because the rest of the cards will probably link off the Spirit Crystal - Basic card, here is the card to stop the combo:

 

Total Eradication

Normal Spell

Pay 2000 Life Points. Declare the name of a monster. Search your opponent's deck, hand, graveyard, and monsters your opponent controls (you can look at face-down monsters) and remove from play all found cards with that name. Then your opponent declares a monster name. Your opponent searches your deck, hand, graveyard, and monsters you control (your opponent can look at your face-down monsters) and removes from play all found cards with the name chosen by your opponent. Monsters removed from play this way cannot be Special Summoned while they are removed from play.

 

Link to comment
Share on other sites

That is some good research you're doing and I love the card you made. Maybe you should create a new set of cards in the written card section of the forum. Alright keep finding more card information and report back here.

 

What do you mean a new set of cards?

Also...

[spoiler=Stardust Red Demon Black Rose stuff]

I studied up on the set of cards called the "Zero Point" cards, created by XEVILCl0nX. These cards are monsters with 0 original ATK. They gain ATK points, however. Although this set isn't completed yet, I can deduce that the rest will have at least one original stat as 0, probably ATK. Their main weakness is that they need to be pumped up through effects in order to work, so two cards that can stop them come to mind: "Overworked" and "Skill Drain".

As for ways to destroy 4000 DEF monsters, Zero Point Light Gres can do this with at leas 5000 ATK just as long as the opponent controls 5 or more cards. Based on the ambiguity of Wingblade and Charred Demon, I cant tell what their ATK goes up to, so I don't know if those two could defeat a 4000 DEF monster.

Now here is the exciting part: the cards made. Here they are:

 

The Roman Numeral World

Field Spell

The effects of monsters with 0 original ATK or 0 original DEF are negated. Once per turn, you can destroy a monster whose effect is negated this way. When a monster is destroyed this way, place an RN Counter on this card, then gain Life Points equal to the number of RN Counters on this card times 100.

 

(this card is a reference to the fact that there was no zero in Roman Numerals)

 

Zero Destruction

Normal Spell

Pay 500 Life Points. Destroy all monsters on the field whose original ATK or original DEF is 0.

 

Constant Overworking!

Continuous Trap

When a monster's ATK is higher than its original ATK, destroy that monster. You lose 200 Life Points each time a monster is destroyed this way.

 

Trap of the Zeroes

Normal Trap

When a monster(s) with 0 original ATK or 0 original DEF is summoned, destroy that monster.

 

(Activates the same way as Trap Hole, but different conditions)

 

Link to comment
Share on other sites

[spoiler=Stardust Red Demon Black Rose rank]

I checked a bunch of cards called the Alchemic Heroes made by sironthemage. These cards are amazing! They are all Trap Monsters. Some require the use of tributes in order to be summoned, though. However, all the Alchemic Heroes say this in addition to their own effects: If this Card is discarded from your hand by an "Alchemic Hero"'s effect or cost set this card in your Spell & Trap Card Zone. Not too great, but saves you cards, especially since the effects of the "Alchemic Hero" cards have you discard cards in order to activate their effects. They are all Trap Monsters, so Jinzo and Royal Decree stops these in their tracks, because they cannot be Summoned and all existing ones just become regular Continuous Traps. I'm not sure whether Skill Drain ruins these Heroes or not. The Alchemic Heroes also fill up the field fast and can be destroyed VERY easily.

As for ways of destroying 4000 DEF monsters, this archetype has a few ways of doing that:

-Alchemic Hero Slasher allows you to, once per turn, discard 2 cards to send any card on the field to the graveyard.

-Alchemic Hero Musique allows you to change the position of a face-up monster your opponent controls at the cost of a card from your hand. However, unless the defender is xxod, the monster will probably have 4000 ATK, too.

-Alchemic Hero Slayer allows you to, at the cost of 3 cards from your hand, destroy all face-up monsters your opponent controls. Slayer cannot attack the turn it activates the effect, though.

-Alchemic Hero Destroyer allows you to discard 2 cards to remove from play a face-up card on the field.

-Alchemy Spell - Lightning allows you to tribute an Alchemic Hero in order to destroy 2 cards, and then draw a card.

 

The card that I will create to destroy these is:

 

Trans-type Destruction

Normal Spell

Destroy all monsters that are also treated as Spells or Traps.

 

A bit more arrow-pointed to "Alchemic Hero" cards, but it affects ALL trap monsters (and spell monsters, but there are none of those).

 

Link to comment
Share on other sites

[spoiler=Stardust Red Demon Black Rose rank]

I checked a bunch of cards called the Alchemic Heroes made by sironthemage. These cards are amazing! They are all Trap Monsters. Some require the use of tributes in order to be summoned, though. However, all the Alchemic Heroes say this in addition to their own effects: If this Card is discarded from your hand by an "Alchemic Hero"'s effect or cost set this card in your Spell & Trap Card Zone. Not too great, but saves you cards, especially since the effects of the "Alchemic Hero" cards have you discard cards in order to activate their effects. They are all Trap Monsters, so Jinzo and Royal Decree stops these in their tracks, because they cannot be Summoned and all existing ones just become regular Continuous Traps. I'm not sure whether Skill Drain ruins these Heroes or not. The Alchemic Heroes also fill up the field fast and can be destroyed VERY easily.

As for ways of destroying 4000 DEF monsters, this archetype has a few ways of doing that:

-Alchemic Hero Slasher allows you to, once per turn, discard 2 cards to send any card on the field to the graveyard.

-Alchemic Hero Musique allows you to change the position of a face-up monster your opponent controls at the cost of a card from your hand. However, unless the defender is xxod, the monster will probably have 4000 ATK, too.

-Alchemic Hero Slayer allows you to, at the cost of 3 cards from your hand, destroy all face-up monsters your opponent controls. Slayer cannot attack the turn it activates the effect, though.

-Alchemic Hero Destroyer allows you to discard 2 cards to remove from play a face-up card on the field.

-Alchemy Spell - Lightning allows you to tribute an Alchemic Hero in order to destroy 2 cards, and then draw a card.

 

The card that I will create to destroy these is:

 

Trans-type Destruction

Normal Spell

Destroy all monsters that are also treated as Spells or Traps.

 

A bit more arrow-pointed to "Alchemic Hero" cards, but it affects ALL trap monsters (and spell monsters, but there are none of those).

 

Link to comment
Share on other sites

Sorry, sorry. I've been preocupied lately. Anyway, nice job on getting the information on those "Alchemic Heroes" it made me start thinking of creating some cards other than Trap Monsters. More like Spell Monsters. Since you said that no one here created any, I decided to make the first Spell Monsters in this Forum.

Link to comment
Share on other sites

I've been looking at Yugioh GX on http://www.youtube.com these past days and I never seen any Spell Monsters in the series. OK, I checked http://yugioh.wikia.com and I found one. It turns out it was the card "Name of a Friend". I thought the was just supposed to bring back monsters until I looked at it. BTW, check out Chapter 4 of my Fan Fic "Chaos Universe: The Unknown Past Ch. 1 - 7 (Chapter 4: Nick vs. Zeo) Has arrived"[/size]

Link to comment
Share on other sites

I've been looking at Yugioh GX on http://www.youtube.com these past days and I never seen any Spell Monsters in the series. OK' date=' I checked http://yugioh.wikia.com and I found one. It turns out it was the card "Name of a Friend". I thought the was just supposed to bring back monsters until I looked at it. BTW, check out Chapter 4 of my Fan Fic "Chaos Universe: The Unknown Past Ch. 1 - 7 (Chapter 4: Nick vs. Zeo) Has arrived"[/size]

 

That's the card. Now...

[spoiler=Stardust Red Demon Black Rose stuff]

I researched the Norse Mythology cards made by kst80. They are all actually Aesir cards. Most of them are LIGHT monsters, so a big weakness is Light-Imprisoning Mirror. However, the rest of the set is made pretty well. There are 2 monsters that are not LIGHT, though, and both are quite devastating: Aesir - Loki and Nidhogg the World Destroyer. These cards are designed to Synchro Summon very quickly, so Vanity's Ruler/Vanity's Fiend will shut them down. One card s that very good is Aesir - Tyr. He is Level 4 and has 1600 ATK & DEF. When he attacks, he gains 500 ATK during damage calculation and, when in face-up defense mode and is attacked, gets 500 DEF during damage calculation. But one of the main cards is Nidhogg the World Destroyer. It is able to destroy the opponent's field within a few turns and the opponent is screwed. In order to stop the archetype, you have to stop the Synchro Summoning.

This archetype so far has one way to destroy a 4000 DEF defender monster, and that's Nidhogg the World Destroyer. Here's the effect:

Nidhogg the World Destroyer

Dragon/Synchro/FIRE/8 Stars

"Aesir - Loki" (a level 2 tuner)+ 1 or more non-Tuner monsters

This card cannot be Special Summoned, except by Synchro Summon. When this card is Synchro Summoned, destroy all face-up monsters on the field, except this card. When this card attacks a monster, you may destroy 1 card on your opponents side of the field. If you do, your opponent takes no damage from battle involving this card until the End Phase of the turn you activated this effect.

ATK/3200 DEF/2600

See? This card is freaking overpowered with its effects!

Now for the card to stop the archetype:

 

Stop Specific Synchro

Continuous Spell

Synchro Monsters with a specific Tuner monster in the Synchro-Material cannot be Special Summoned from the Extra Deck.

 

Okay, not really against the archetype, but stops the World Destroyer from being summoned, in addition to Junk Warrior, Turbo Warrior, Nitro Warrior, and any monster that requires a specific Tuner to be summoned. That Destroyer is too annoying anyway. Plus there is already tons of LIGHT "anti-support", why add more? That's my card of the job.

 

Link to comment
Share on other sites

need more info on what i am to be doing

 

If you don't know what you're supposed to be doing' date=' look at Page 1. And your rank is "Red Demon". Just look for the "Red Dragon Archfiend" card and look under it. There's a note telling you what to do at the bottom of the card. That's what your suppose to do for the club.[/size']

Link to comment
Share on other sites

And if you're lucky you can get promoted to Stardust rank. If this happens, you may have to do the Red Demon job as well as the Stardust job, but at least you'll be in Stardust and only have 2 jobs. (I started in Black Rose rank, so I now have 3 jobs.) Anyway, production may slow down because my school vacation has now ended. Anyway...

[spoiler=Stardust Red Demon Black Rose stuff]

I checked the cards called the "Sin" cards, made by Archangel of destiny. The monsters of these cards are all Fiend-type monsters (except 2 monsters) and the monsters are all DARK monsters (except for at least 2, which become DARK attribute when on the field). All the Spells and Traps (except for "The Seven Deadly Sins" and a ritual card) can be used in many more decks besides "Sin" decks, and many of them aren't that great for a "Sin" deck. So the only "real" Sin cards are the monsters and "The Seven Deadly Sins". The monsters share a common weakness of being DARK Fiends, meaning Shadow-Imprisoning Mirror and Fiend-removal cards have a ball against these cards. The Leviathan card is a "Sin" card that is pretty much IMPOSSIBLE to summon with just "Sin" cards, a costly mistake. They are surprisingly weak and seem to be easy to defeat.

This archetype's ways of destroying an opponent's 4000 DEF monster are all situational. Zen The Angel Sheeperd can destroy it if it has the highest ATK among monsters the opponent controls. The Sinful Cross can get rid of it if it was Special Summoned from the grave. Sin the Taker of Sins can take out the 4000 DEF monster if there are at least 21 monsters total in the graveyards. Pandora's Box can destroy the monster if it isn't DARK, and The Sin God Of Heaven Lothar can destroy it if it is LIGHT.

Now here is the card to stop them:

 

Begone Satan!! Hello Shamu.

Normal Trap

Remove 5 Fiend-type monsters from the opponent's deck from play. Then Special Summon 1 Fish-type monster from your Deck.

 

Not quite the best one ever, but it has an epic quote from Jeff Dunham's Walter. I think Shamu is spelled that way, I've never gone to Seaworld to find out.

 

Link to comment
Share on other sites

Archived

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


×
×
  • Create New...