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What is DAD?


Umbra

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Well, it's a large beatstick that can be summoned easily and with an awesome effect. Just like the case of Judgment Dragon or Baboon. Well, let's try to make some more.

 

 

Abyssal Ocean Serpent

WATER

Reptile

8 / 2700 / 2700

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 Reptile-type monsters in your Graveyard from play. When this card is Special Summoned, remove 1 card on the field from play. If the removed card was a Trap Card, inflict 1000 damage to the opponent.

 

Twin-Headed Serpent Knight

WATER

Reptile

5 / 2200 / 0

You can discard this card to send 2 Reptile-type monsters in your deck to the Graveyard.

 

Serpent Witch

WATER

Spellcaster / Tuner

3 / 1100 / 1600

This card's Type is also treated as Reptile while it is face-up on the field or in the Graveyard. This card is treated as 2 WATER monsters while in your Deck. You can discard 2 Spell Cards to destroy 1 card on the field.

 

Gravity Buster

Trap Card

Destroy 1 DARK or LIGHT monster on the field. The original owner of that monster draws 1 card.

 

Sehmet, Angel of Searing Inferno

FIRE

Fairy

8 / 3000 / 3000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by inflicting 4000 Effect Damage or more to the opponent in a single turn. Once per turn, you can send up to 5 cards from the top of your deck to inflict 300 damage x the number of cards sent to the opponent. This card cannot declare an attack this turn, and is destroyed during the End Phase.

 

Blazing Doll

FIRE

Machine / Tuner

1 / 0 / 0

When this card is sent to the Graveyard, inflict 800 damage to the opponent.

 

Hammer of Justice

Equip Spell

Equip only to an EARTH monster. When the equipped monster destroys a monster by battle, inflict damage to the opponent equal to the destroyed monster's Level x 200.

 

Whispering Goddess of the Moon

WIND

Spellcaster

10 / 2700 / 2300

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 3 Field Spell Cards with different names from your Deck to the Graveyard. When this card is Special Summoned, you can remove a WIND monster in your Graveyard from play to randomly select 2 cards in your opponent's hand and return them to to the top of your opponent's deck.

 

Assault Roc

WIND

Winged Beast / Fusion

5 / 1200 / 1600

This card has no Fusion Material.

After a Chain has resolved, you can Special Summon this card from your Extra Deck. Increase this card's ATK by the amount of Chain Links in the Chain x 200. You can only control 1 "Assault Roc". When this card destroys a monster by battle, you can pay 1000 Life Points activate a Trap Card in your hand.

 

Inverse Fighter

EARTH

Warrior

4 / 0 / 0

This card cannot be Normal Summoned or Set. When this card attacks, the attacked monster's ATK/DEF is treated as 0 during damage calculation. If this card attacks a Defense Position monster whose DEF is equal to this card's ATK, destroy the attacked monster. (This is treated as a destruction by battle.) When this card is attacked, you can return this card to your hand to decrease the attacking monster's ATK to 0. Then, select 1 monster you control. The attacking monster must attack the selected monster. At the end of the Battle Phase this card battles, destroy this card.

 

Deus Ex Machina

Spell Card

Pay 1000 Life Points. Select 1 card in your deck and add it to your hand. If you activate / Summon the selected card, you take 2000 damage.

 

Machina Ex Deus

Trap Card

Discard 1 card. Increase your Life Points by 1500.

 

Organized Terrarism

Continuous Spell Card

Once per turn, you can send 1 Field Spell in your deck to the Graveyard to destroy 1 Spell or Trap Card on the field. You cannot send a Field Spell Card to the Graveyard by this effect if there is a Field Spell Card with the same name in your Graveyard.

 

And now, just for the sake of it:

 

Dark Emperor Dragon

DARK

Dragon / Fusion

12 / 5000 / 5000

“Dark Armed Dragon” + "Dark Armed Dragon" + "Dark Armed Dragon"

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on either side of the field to the Graveyard. (You do not use “Polymerization”) When this card is Summoned, remove all DARK monsters in your Graveyard from play, and activate one of the following effects, depending on how many monsters were removed:

  • 1-2 DARK monsters: Send 2 DARK monsters from your deck to the Graveyard. Draw 1 card.
  • 3-4 DARK monsters: Discard 1 DARK monster, and Special Summon 1 DARK monster from your hand.
  • 5-6 DARK monsters: Destroy all face-down cards on your opponent's side of the field.
  • 7+ DARK monsters: Destroy all cards on the field and in both player's hands. Both players look at the top card on their deck. If the card was a DARK monster, it is Special Summoned.

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[spoiler=my comments]

 

Abyssal Ocean Serpent

WATER

Reptile

8 / 3000 / 2700

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 Reptile-type monsters in your Graveyard from play. When this card destroys a monster by battle' date=' remove 1 card on the field from play. If the removed card was a Trap Card, inflict 1000 damage to the opponent.

 

[b']Good powerhouse[/b]

 

Twin-Headed Serpent Knight

WATER

Reptile

5 / 2200 / 0

You can discard this card to send 2 Reptile-type monsters in your deck to the Graveyard, and draw 1 card.

 

Good support for Abyssal Ocean Serpent

 

Serpent Witch

WATER

Spellcaster / Tuner

3 / 1100 / 1600

This card's Type is also treated as Reptile while it is face-up on the field or in the Graveyard. This card is treated as 2 WATER monsters while in your Deck. You can discard 1 Spell Card to destroy 1 card on the field.

 

Good

 

Gravity Buster

Trap Card

Destroy 1 DARK or LIGHT monster on the field. Draw 1 card.

 

Good

 

Sehmet, Angel of Searing Inferno

FIRE

Fairy

8 / 3000 / 3000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by inflicting 2000 Effect Damage or more to the opponent in a single turn. Once per turn, you can send up to 5 cards from the top of your deck to inflict 400 damage x the number of cards sent to the opponent. This card cannot declare an attack this turn, and is returned to your hand during the End Phase.

 

Odd overkill...

 

Blazing Doll

FIRE

Machine / Tuner

1 / 0 / 0

When this card is sent to the Graveyard, inflict 800 damage to the opponent.

 

Good

 

Hammer of Justice

Equip Spell

Equip only to an EARTH monster. When the equipped monster destroys a monster by battle, inflict damage to the opponent equal to the destroyed monster's Level x 200.

 

Good

 

Whispering Goddess of the Moon

WIND

Spellcaster

10 / 4000 / 4000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 3 Field Spell Cards from your Deck to the Graveyard. Once per turn, you can remove a WIND monster in your Graveyard from play to return cards from your opponent's hand to the top of their deck equal to the removed monster's Level / 2.

 

Good, to a certain point..

 

Assault Roc

WIND

Winged Beast / Fusion

5 / 1600 / 1600

This card has no Fusion Material.

After a Chain has resolved, you can Special Summon this card from your Extra Deck. Increase this card's ATK by the amount of Chain Links in the Chain x 400. When this card destroys a monster by battle, you can activate a Trap Card in your hand.

 

Good, and weird...effective though

 

Inverse Fighter

EARTH

Warrior

4 / 0 / 0

This card cannot be Normal Summoned or Set. When this card attacks, the attacked monster's ATK/DEF is treated as 0 during damage calculation. If this card attacks a Defense Position monster whose DEF is equal to this card's ATK, destroy the attacked monster. (This is treated as a destruction by battle.) When this card is attacked, you can return this card to your hand to decrease the attacking monster's ATK to 0. Then, select 1 monster you control. The attacking monster must attack the selected monster.

 

Good and again..odd...if this set is published, it'd be one of my favorates!

 

Deus Ex Machina

Spell Card

Pay 1000 Life Points. Select 1 card in your deck and add it to your hand.

 

Good

 

Machina Ex Deus

Trap Card

Discard 1 card. Increase your Life Points by 1500.

 

Good

 

Organized Terrarism

Continuous Spell Card

Once per turn, you can send 1 Field Spell in your deck to the Graveyard to destroy 2 cards on the field.

 

Good

 

And now, just for the sake of it:

 

Doom Dragon

DARK

Dragon / Fusion

12 / 5000 / 5000

“Dark Armed Dragon” + 3 DARK monsters

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on either side of the field to the Graveyard. (You do not use “Polymerization”) Once per turn, you can remove up to 4 DARK monsters in your Graveyard from play, and activate one of the following effects, depending on how many monsters were removed:

  • 1 DARK monster: Send 2 DARK monsters from your deck to the Graveyard. Draw 1 card.
  • 2 DARK monsters: Discard 1 DARK monster, and Special Summon 1 DARK monster from your hand.
  • 3 DARK monsters: Destroy all face-down cards on your opponent's side of the field.
  • 4 DARK monsters: Destroy all cards on the field and in both player's hands. Draw 1 card. If the drawn card was a DARK monster, you can Special Summon it.

When this card is destroyed, Special Summon 1 “Dark Armed Dragon” from either player's Graveyard, ignoring the summoning condition.

 

Good. Nice way to finish off the opponent. :P

 

Rating: 8.9/10

 

 

I took my time with these.

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Here's what I think of 'em. You by no means have to go by my word, but feel free to. ;)

 

 

Abyssal Ocean Serpent

WATER

Reptile

8 / 3000 / 2700

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 Reptile-type monsters in your Graveyard from play. When this card destroys a monster by battle' date=' remove 1 card on the field from play. If the removed card was a Trap Card, inflict 1000 damage to the opponent.[/quote']

 

Sorry, but this is overpowered. The Summoning condition's too easy to pull off for a 3000 ATK monster, and you're putting two extra effects that're in favor of the card's player on top o' that. BLS-Envoy comes to mind when I look at this. You're gonna have to "water it down" by losing some ATK, giving some drawbacks, or taking away the positive effects.

 

OCG:

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 2 Reptile-Type monsters in your Graveyard . When this card destroys a monster by battle, select 1 card on the field. Remove from play the selected card. If the selected card was a Trap Card, inflict 1000 damage to the opponent.

 

 

Twin-Headed Serpent Knight

WATER

Reptile

5 / 2200 / 0

You can discard this card to send 2 Reptile-type monsters in your deck to the Graveyard' date=' and draw 1 card.[/quote']

 

The "and draw 1 card" at the end is pushing it a little. It's already a Double-Foolish Bural for Reptiles, and if you've seen Ccailya, you'll know what kind of advantage this card can get you (field nuke + 3 reptiles in Grave, where they're more accessible than in the Deck + free draw, not to mention it lets you pop out an AOS straight away.) Just a little too much for not having to even hit the field, I'd cut the last part out.

 

OCG: You can discard this card to send 2 Reptile-Type monsters from your Deck to the Graveyard and draw 1 card.

 

Serpent Witch

WATER

Spellcaster / Tuner

3 / 1100 / 1600

This card's Type is also treated as Reptile while it is face-up on the field or in the Graveyard. This card is treated as 2 WATER monsters while in your Deck. You can discard 1 Spell Card to destroy 1 card on the field.

 

This seems alright. The being treated as 2 monsters while in the Deck is interesting' date=' although it doesn't really have any purpose since it wouldn't affect how this card would be used as far as I can see. The last sentence's just a little cheap in that it turns any Spell Card into an instant 1-for-1. I'd at least make it Once per turn.

 

OCG: This card's Type is also treated as Reptile while it is face-up on the field or in the Graveyard. This card is treated as 2 WATER monsters while it is in your Deck. You can send 1 Spell Card from your hand to the Graveyard to destroy 1 card on the field.

 

 

Gravity Buster

Trap Card

Destroy 1 DARK or LIGHT monster on the field. Draw 1 card.

 

 

Bra! Quit with the draw 1 card business. This's already a 1-for-1, which can be sided in every time you're dueling a Deck with an abundance of LIGHT and/or DARK monsters, these

"Draw 1 card" cherries on the top are pushin' 'em over the edge.

 

OCG: Select 1 LIGHT or DARK monster on the field and destroy it. Draw 1 card.

 

 

Sehmet' date=' Angel of Searing Inferno

FIRE

Fairy

8 / 3000 / 3000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by inflicting 2000 Effect Damage or more to the opponent in a single turn. Once per turn, you can send up to 5 cards from the top of your deck to inflict 400 damage x the number of cards sent to the opponent. This card cannot declare an attack this turn, and is returned to your hand during the End Phase.[/quote']

 

It's easy for burn Decks to inflict 2k damage in a turn, this gives them a free 3k ATK beatstick, and they can explode it in their opponent's face if they feel like it. Too easy for burn Decks to abuse like crazy. And they can re-use it. They'll win in 2 turns if they've got this in their hand. Cut the stats to 2600 each or so, and reduce the burn to 200 per card, then it's still good, but not "kill-you-face in 2 turns" good. Wouldn't wannu think about getting more than 1 of these in one hand, you could use their effects to get others out, it would be crazy.

 

OCG: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand during a turn in which you've inflicted 2000 Effect Damage or more to your opponent. Once per turn, you can send up to 5 cards from the top of your Deck to the Graveyard to inflict 400 damage to your opponent for each card sent to the Graveyard by this effect. This card cannot declare an attack during the turn this effect is activated and is returned to the owner's hand during the End Phase.

 

 

Assault Roc

WIND

Winged Beast / Fusion

5 / 1600 / 1600

This card has no Fusion Material.

After a Chain has resolved' date=' you can Special Summon this card from your Extra Deck. Increase this card's ATK by the amount of Chain Links in the Chain x 400. When this card destroys a monster by battle, you can activate a Trap Card in your hand.[/quote']

 

Overpowered. If someone throws 3 of these in their Extra Deck they can swarm kill their opponent as soon as a chain activates. These'll have 2400 to 3200 ATK. Just too eeasy to bounce out and use to wreck your opponent. I'd give a side note saying it'd be limited and delete the last sentence, it's not really necessary. Make it an 8-Star too, people shouldn't be able to bounce this out and then tune it into a big scary Dragon on top of everything else.

 

OCG:

This card can only be Special Summoned from your Extra Deck when a Chain resolves. This card gains 400 ATK for each Chain Link in the Chain. When this card destroys a monster by battle, you can activate a Trap Card from your hand.

 

 

Inverse Fighter

EARTH

Warrior

4 / 0 / 0

This card cannot be Normal Summoned or Set. When this card attacks' date=' the attacked monster's ATK/DEF is treated as 0 during damage calculation. If this card attacks a Defense Position monster whose DEF is equal to this card's ATK, destroy the attacked monster. (This is treated as a destruction by battle.) When this card is attacked, you can return this card to your hand to decrease the attacking monster's ATK to 0. Then, select 1 monster you control. The attacking monster must attack the selected monster.

 

[/quote']

 

Overpowered. The concept is cool, but seriously, it auto-kills DEF position monsters, and if your opponent tries to destroy it by battle, they just get their monster killed and take battle damage. It's like Yubel the Ultimate Nightmare, except ridiculously easier to get out, and is big trouble if you simply equip it with an Equip Spell Card, I'd make it unaffected by your card effects.

 

OCG:

 

This card cannot be Normal Summoned or Set. When this card attacks, reduce the ATK and DEF of the attacked monster to 0. If this card attacks a Defense Position monster whose DEF is equal to this card's ATK, destroy the attacked monster. (This is treated as if the destroyed monster was destroyed by battle.) When this card is attacked, you can return this card to your hand to reduce the ATK of the attacking monster 0 and change the attack target of your opponent's monster to another appropriate target.

 

 

Deus Ex Machina

Spell Card

Pay 1000 Life Points. Select 1 card in your Deck and add it to your hand.

 

There's a reason everyone wants Gold Sarcophagus badly. There's a reason it's on the Limited List. And yet it takes 2 of your Standby Phases to get the card in your hand and this is instant. This would have a huge impact on the game' date=' and OTK decks would reign again, not to mention Exodia. Sorry, but I'd just scrap this card, I don't see this not getting insta-banned.

 

 

Organized Terrarism

Continuous Spell Card

Once per turn, you can send 1 Field Spell in your deck to the Graveyard to destroy 2 cards on the field.

 

 

Overpowered. If a Continuous Spell Card can destroy any 2 cards on the field once per turn, the cost had better be pretty huge. Sending a Field Spell from your Deck to the Grave's barely even a cost, it's just Deck thinning. I'd make it "Once per turn, you can send a Continuous Spell Card from your hand to the Graveyard to destroy 1 card your opponent controls." It'd still be good. It'd be banhammer'd in its original form.

 

OCG:

 

Once per turn, you can send 1 Field Spell Card from your Deck to the Graveyard to destroy 2 cards on the field.

 

Also, Terrorism is misspelled in the card name.

 

 

Doom Dragon

DARK

Dragon / Fusion

12 / 5000 / 5000

“Dark Armed Dragon” + 3 DARK monsters

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on either side of the field to the Graveyard. (You do not use “Polymerization”) Once per turn' date=' you can remove up to 4 DARK monsters in your Graveyard from play, and activate one of the following effects, depending on how many monsters were removed:

1 DARK monster: Send 2 DARK monsters from your deck to the Graveyard. Draw 1 card.

2 DARK monsters: Discard 1 DARK monster, and Special Summon 1 DARK monster from your hand.

3 DARK monsters: Destroy all face-down cards on your opponent's side of the field.

4 DARK monsters: Destroy all cards on the field and in both player's hands. Draw 1 card. If the drawn card was a DARK monster, you can Special Summon it.

When this card is destroyed, Special Summon 1 “Dark Armed Dragon” from either player's Graveyard, ignoring the summoning condition.[/quote']

 

The name's too plain assuming that it's so much more of a big flashy dragon than Doomkaiser Dragon despite having such an obviously less flashy name. This's a little over the top imo due to the fact that you can use your opponent's monsters as fodder, I'd make it "Dark Armed Dragon" + "Dark Armed Dragon" both from your side of the field to balance it out.

 

OCG:

 

“Dark Armed Dragon” + 3 DARK monsters

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on either side of the field to the Graveyard. (You do not use “Polymerization.”) Once per turn, you can remove from play up to 4 DARK monsters from your Graveyard to activate 1 of the following effects based on the numberr of DARK monsters you removed from play:

-1 DARK monster: Send 2 DARK monsters from your Deck to the Graveyard to draw 1 card.

-2 DARK monsters: Send 1 DARK monster from your hand to the Graveyard to Special Summon 1 DARK monster from your hand.

-3 DARK monsters: Destroy all face-down cards your opponent controls.

-4 DARK monsters: Destroy all cards on the field and in both player's hands (except this card?) and draw 1 card. If the drawn card was a DARK monster, you can reveal it to your opponent and Special Summon it.

When this card is destroyed, Special Summon 1 “Dark Armed Dragon” from either player's Graveyard, ignoring the summoning condition.

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