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Legendary Cardmakers 2009 - Where Legends Gather


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ok here are 5

[spoiler=Lethrblaka, of the Nine Valleys Sept]

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This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. To Special Summon this card, it must have been sent from your hand to the Graveyard by your opponent's card effect while you have 3 Reptile-Type monsters removed from play. During your Standby Phase, while this monster is on the field, you must Summon 1 Shed Token (Reptile-Type/ DARK/Level 1/ATK 100/DEF 100) in Defence Position on your side of the field. Your opponent cannot place a monster in the field position opposite a "Shed Token" and any monster in a position opposite a "Shed Token" cannot attack and lose 400 ATK/DEF. As long as this card is on the field, no monsters with "Nine Valleys Sept in their name can be destroyed by battle(Damage calculation is applied normally). In addition, all monsters with "Nine Valleys Sept" in their name gain 300 ATK for every "Shed token" on the field during damage calcutation only.

 

[spoiler=Hellfire Guardian of the Nine Valleys Sept]

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This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. To Special Summon this card, you must have at least 1(or more) monsters on the field in face-up Attack Position with "Nine Valleys Sept" in their name. As long as this card is on the field, monsters with "Nine Valleys Sept" (except this card) in their card name cannot be the target of any card effect. If this monster is the target of a Spell or Trap effect, 1 time only, you can pay 1000 Life points to negate the effect and destroy the card. If there are any "Shed Tokens" on the field, increase all monsters with "Nine Valleys Sept" in their names ATK/DEF x200 per token.

 

[spoiler=The Beastly Guardian of the Forbidden Jungles]

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned if there are less than 3 monsters on your side of the field. Monsters with an EARTH or WATER attribute cannot be targeted by Trap Cards or monster effects. As long as this card remains on the field, this cards controller is allowed 1 Normal Summon and 1 Set per turn. If you use this effect, the Normal Summoned monster MUST be Summoned in Defence Position.

 

[spoiler=Kyra, the Flirtatious Angel]

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This monster cannot be Normal Summoned or Set. This monster can only be Special Summoned to your opponents side of the field by tributing 2 DARK monsters on their side of the field as a tribute. While this card is on the field, any monster in the Monster Card Zone directly opposite this card gains 800 ATK. Once per turn, by paying 500 Life Points, the original owner can move this card into an adjacent Monster Card Zone. This card cannot be used for a Tribute Summon or Synchro Summon.

 

[spoiler=ThunderMage Riatin]

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the hand when a "Dark Magician" on the field is removed from play. This card is also treated as a Thunder-Type. For every face-up Spell and Trap card on the field, increase the ATK of this card by 300. Each time this monster's ATK increases by 300 points, put 1 "Balled Lightning" counter on this card. (Max. 5) Once per turn you may remove 2 "Balled Lightning"counters to negate a Spell effect and destroy the card. If you have 5 counters on this card, destroy this monster and every card in your hand. When this monster is destroyed and sent to the Graveyard, remove it from play and Special Summon 1 removed from play "Dark Magician".

 

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Too many of them have "This card cannot be Normal Summoned or Set". I used to always make cards like that' date=' then I just learnt how unnecessary they would be. I'm still a bit bad at card making, but I'm getting there.

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It's not bad to make cards with it. It just depends on what the rest does.

 

Can anyone tell me if this card is OP'd or not? Yes it is simple' date=' but it is suppose to be.

 

[img']http://img12.imageshack.us/img12/9137/333671l.jpg[/img]

 

It's underpowered.

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How's this, Level 5, added it's archetype support and Winged-Beast support.

 

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This card inflicts Piercing damage. This card's ATK and DEF are equal to the combined Level of all monsters you control x150. When this card is destroyed by battle, you can Special Summon 1 Level 4 or lower WIND "Clockwork" monster or 1 Level 4 or lower Winged-Beast-Type monster from your Graveyard.

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Ok, It's not finished yet, just to let you know. I will have them posted in 10 minutes or so.

 

EDIT: Okay here they are so far. Most of them so far are simple. Main focus is Piercing if hadn't already noticed.

 

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This card inflicts Piercing damage. When this card is Summoned select 1 monster you control and roll 1 six-sided die and activate the appropriate effect: ● 1: Inflict damage to your Life Points equal to the selected monster's ATK. ● 2: Destroy 1 Spell Card you control. ● 3: Destroy 1 Monster Card you control. ● 4: Destroy 1 Monster Card your opponent controls. ● 5: Destroy 1 Spell Card your opponent controls. ● 6: You can attack your opponent directly.

 

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Clockwork Barrier: These days, not much battle damage actually gets inflicted due to the focus on different cards, so this card is kind of useless.

 

Clockwork Coils: Underpowered. I'm sure I won't have like five Clockwork monsters on the field, so you might want to increase the attack to increments of maybe 800.

 

Clockwork Cross: Did the bullets break or something o.o...? Whatever. Interesting effect, wouldn't know what it would be used for.

 

Clockwork Dragon: Nothing original. But it's fine, nonetheless.

 

Clockwork Hulk: Common crap card we'd see in a booster pack. It's fine. No offense, by the way.

 

Clockwork Vorrac: Another crap card we'd see commonly in a booster pack.

 

Rain of Blades: Good Clockwork monster support. This is fine.

 

And that sums it up. Just change the first two cards.

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