N'r-Vhyn-Qwayz'ar Posted December 9, 2010 Report Share Posted December 9, 2010 Alright, so after recently getting back into Yu-Gi-Oh, I discovered this card making site. Anyway, I'll get straight to the point: These cards are based around having powerful lockdown effects, but being relatively weak in actual battle, and thus will require support cards. I have already made 1 support card and 2 monsters, so I was hoping to see what you all would think, and if any changes should be made to make them more balanced if needed. For those who are interested, the two monster arts are from Dungeons and Dragons (3.5 Edition) Complete Adventurer. For the fortress, I honestly have no idea where it came from, I just thought it looked cool. Edit: New Cards Added!! Edit2: Made CF Summoner's effect only work on Special Summons. Also edited the effects of Magician, Hunter and Trapmaster. Edited the ATK/DEF of Defender and Hunter. Edit3: 2 New Synchros, and some minor changes to older monsters. Edit4: Changed abilities of all Counter-Force Monsters except the Synchros to Once-Per-Turn instead of just burning counters to negate, along with some OCG streamlining. Also added a new, OP Trap Card just for fun. *UPDATED* [spoiler=Monsters][center] [img]http://img832.imageshack.us/img832/1622/295602p.jpg[/img] Lore: Each time your opponent adds a card to their hand (excluding their Draw Phase), place 1 Reversal Counter on this card. Once per turn, you may remove 2 Reversal Counters when your opponent adds a card to their hand (excluding their Draw Phase). Your opponent must discard the card they just added. [img]http://img823.imageshack.us/img823/312/295602bx.jpg[/img] Lore: When your opponent declares an attack, place 1 Reversal Counter on this card. Once per turn, you may remove 2 Reversal Counters to negate the attack of an opponent's monster targeting a "Counter-Force" monster on your side of the field. [img]http://img59.imageshack.us/img59/193/295602f.jpg[/img] Lore: When your opponent activates a monster effect, place 1 Reversal Counter on this card. Once per turn, you may remove 2 Reversal Counters to negate the effect of an opponent's monster that targets a "Counter-Force" monster(s). [img]http://img651.imageshack.us/img651/2296/295602u.jpg[/img] Lore: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 Reversal Counters when your opponent Special Summons a monster. Negate the Summon and Special Summon this monster to your side of the field. When a monster is Summoned, place 1 Reversal Counter on this card. Once per turn, you may remove 3 Reversal Counters to negate the Special Summon of an opponent's monster and return it to the bottom of their deck. [img]http://img576.imageshack.us/img576/9948/295602y.jpg[/img] Lore: When a Spell Card is activated, place 1 Reversal Counter on this card. Once per turn, you may remove 2 Reversal Counters from this card to negate the effect of a Spell Card that targets a "Counter-Force" monster(s) and destroy it. [img]http://img683.imageshack.us/img683/7675/295602.jpg[/img] Lore: When a Trap Card is activated, place 1 Reversal Counter on this card. Once per turn, you may remove 2 Reversal Counters from this card to negate the effect of a Trap Card that targets a "Counter-Force" monster(s) and destroy it.[/center][/spoiler] *UPDATED* [spoiler=Spells/Traps][center] [img]http://img651.imageshack.us/img651/7675/295602.jpg[/img] Lore: You can activate this card only when your opponent Special Summons a monster. Negate the Summon and destroy the monster. You may then Special Summon 1 level 4 or lower "Counter Force" monster from your hand. A monster Summoned by this effect cannot attack the same turn it was Summoned. [img]http://img51.imageshack.us/img51/4172/295602n.jpg[/img] Lore: All "Counter-Force" monsters gain 200 ATK and DEF for each Reversal Counter on the field. When the effect of a "Counter-Force" monster is activated, place 1 Reversal Counter on this card. When the effect of a "Counter-Force" monster is activated, you may remove Reversal Counters from this card instead to pay the cost. [img]http://img101.imageshack.us/img101/7614/295602m.jpg[/img] Lore: Remove Reversal Counters from your side of the field for the following effects: 1 Counter: Negate the activation of a Trap, Spell, or Monster effect and destroy it. 1 Counter: When your opponent declares an attack, destroy the attacking monster. 2 Counters: Negate the Special Summon of a monster and destroy the monster. 2 Counters: When your opponent adds a card to their hand, your opponent discards their hand. The effects of this card cannot be negated. After this card is activated, Set this card face-down instead of sending it to the Graveyard.[/center][/spoiler] [spoiler=Synchro Monsters][center] [img]http://img593.imageshack.us/img593/2737/295602c.jpg[/img] Lore: 1 "Counter-Force" Tuner + 1 or more non-Tuner monsters Remove 2 Reversal Counters from the field each turn. If you cannot, this card is destroyed. When a Spell or Trap card is activated, place 1 Reversal Counter on this card. Remove Reversal Counters for the following effects: 1 Counter: Negate the effect of a Spell or Trap card and destroy it. 3 Counters: Destroy all Spell and Trap cards on your opponent's side of the field. [img]http://img203.imageshack.us/img203/3151/295602j.jpg[/img] Lore: 1 "Counter-Force" Tuner + 1 or more non-Tuner monsters Remove 2 Reversal Counters from the field each turn. If you cannot, this card is destroyed. When your opponent declares an attack, place 1 Reversal Counter on this card. Remove Reversal Counters for the following effects: 1 Counter: If your opponent declares an attack, negate the attack and end the Battle Phase. 2 Counters: If your opponent declares an attack, destroy the attacking monster.[/center][/spoiler] While I will be making more, I have exams this week and next week, so I probably won't be back for a few days. As for the Stronghold, I need some help on the whole OCG language thing for the last part of the effect, I'm not entirely sure how to word it. Suggestions would be appreciated. Link to comment Share on other sites More sharing options...
Bahamut - Envoy of the End Posted December 9, 2010 Report Share Posted December 9, 2010 What's this? A new member who has posted their first cards... which are relatively low level... and are quite creative... and that look like real cards text wise... What the hell are you doing man? Don't you know that you're supposed to make awful overpowered cards to start with? What are the miserable trolls gonna do now with nothing to criticise and pick on? Did you consider them at all? Seriously these are a refreshing change, lockdown is something different and done fairly inventively. The effects are short and to the point, could have been even more straightforward without the (unnecessary) swarming abilities. Pics are kind of dire, but you'll find better ones through exploration of this site. OCG is fine. Nice cards overall. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 10, 2010 Author Report Share Posted December 10, 2010 Thank you! One of the few reasons I put in swarming with the lockdown effect is because I HATE the Six Samurai archetype and because most decks seem to focus on A.) Swarming the field, or B.) Swarming the field and Synchro Summon powerful monsters. Then again, most of my cards are old, I mean OLD, so yeah... But still, thanks for the advice, I'll make it a little less swarmy if that helps. Also, don't worry, I already have an OP troll-feeding card in mind... Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 11, 2010 Author Report Share Posted December 11, 2010 *BUMPAGE* Alright, I added a new Trap Card, edited some of the older ones for artwork and effects, and added a whopping [b]4 new monsters![/b] While I have not made any Synchro Counter-Force monsters yet, I can assure you that they are in development. Otherwise, enjoy the new members to the Counter-Force Archetype, and tell me if there's anything wrong with my OCG or if my cards are starting to get a little too OP'd. A note on the artwork: A lot of the art is from DeviantArt, so credit goes to their creators. The art for Counter Summon was mostly done by me and good ol' photoshop, along with some stock pictures I got off the internet. I did try to find art as "anime-ish" as possible, but I still need to find new art for the Defender and the Trapmaster. Suggestions would be very welcome! Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted December 12, 2010 Report Share Posted December 12, 2010 Hunter, Summoner, Magician are OP'ed as hell, mainly because they are highly abusable and the most annoying. But I agree on how the Six Samurais are deadly. Especially here in Japan where I live, with the New Six Samurai. (They're seriously absurd.) The other cards are relatively balanced. The pics need backgrounds, but apart from that it's awesome, so 9/10. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 12, 2010 Author Report Share Posted December 12, 2010 Hmm... I can understand your point of the Summoner being a bit OP'd, but you said the Magician and Hunter were OP'd? Why didn't you mention the Trapmaster, who has almost the exact same effect as those two, except it only deals with traps? What is your reason? For now though, I will change the Summoner so that he only negates Special Summons. Link to comment Share on other sites More sharing options...
Triplecycular Posted December 12, 2010 Report Share Posted December 12, 2010 So if i am reading these cards right.. then each of them completely negates something with no drawbacks. Archer- opponent cant ever draw defender- opponent cant ever attack any of your monsters hunter- no effects.. etc... they are extremely OP as they stand now because there are no drawbacks to adding or removing counters. These cards actually should say "Your opponent cannot activate 'insert card type here'" Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted December 12, 2010 Report Share Posted December 12, 2010 Hunter is OP'ed because it has 1500 ATK, meaning it can be abused with many decks, and its effect can take down virtually anything in this format. Of Magician and Trapmaster, the only real traps used nowadays are the Solemn Counters, Royal Decree, and Mirror Force/Dimensional Prison. Call of the Haunted too, maybe. Overall there are 8 traps in a deck at its most, while there could be 15 or so Spells. Magician has more potential. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 12, 2010 Author Report Share Posted December 12, 2010 Edit: I didn't see your post before I posted, =Evangelion= let me edit a bit. Defender: If your opponent attacks a non Counter-Force monster, you can't negate the attack. Sniper: Your opponent can draw, just not outside their draw phase. Hunter: Get a monster of at least 1650 ATK and whack 'im. The drawback for ALL of them is that none of them (save for the Summoner, but he has special conditions for his summoning) have an ATK or DEF higher than 1500. Unless ALL of your monsters are Counter-Force, your opponent still has a decent chance of beating you. If I made all of their effects "your opponent cannot activate X," that gets rid of the human elements of forgetfulness and choice. The point of the counters is that you can CHOOSE whether or not you want your opponent to activate X or not. Who knows, you might forget to negate an effect that costs you the duel. THEN they would be OP. As for Trapmaster, Hunter and Magician, I will edit their effects so that they only affect things that target Counter-Force monsters, similar to Defender. That would help balance them out a bit, I suppose. I will change Hunter's ATK to 1550 to avoid the abuse, then, if that would work. Same with Defender's DEF. Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted December 12, 2010 Report Share Posted December 12, 2010 [quote name='NRVNQZR' timestamp='1292123406' post='4845697'] I will edit their effects so that they only affect things that target Counter-Force monsters, similar to Defender. That would help balance them out a bit, I suppose. [/quote] Well, yes. I was just saying that some decks don't include many monsters with 1600 or more ATK. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 12, 2010 Author Report Share Posted December 12, 2010 So would changing it to 1550 would make them MORE OP? I try to have at least 2 monsters like Archfiend Soldier or Luster Dragon in every one of my decks! 1900 ATK to me is a real deal to pull out on your first turn for your first monster... Then again there are those crazy Synchros... Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted December 12, 2010 Report Share Posted December 12, 2010 [quote name='NRVNQZR' timestamp='1292124088' post='4845723'] So would changing it to 1550 would make them MORE OP? I try to have at least 2 monsters like Archfiend Soldier or Luster Dragon in every one of my decks! 1900 ATK to me is a real deal to pull out on your first turn for your first monster... Then again there are those crazy Synchros... [/quote] Changing it to 1550 would make it less abusable, so that's a good thing. No one cares about Maha Vailo after all. ...Well? You run at least 2 Archfiend Soldier/Luster Dragon in any deck? Nonononononono. You're doing it wrong. You should only splash in monsters that have a meaning with the strategy. Six Sam decks don't run Blue-Eyes White Dragon. Why? Because it's irrelevant. A dragon deck should include REDMD and stuff instead of Luster Dragon, and dunno, what sort of deck do you use for Archfiend Soldier? Fiends? If Fiends, Fableds are better. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 12, 2010 Author Report Share Posted December 12, 2010 I was just using that as an example. I do have a Blue-Eyes deck made and I recently got some new cards in, but this isn't the place to be posting that stuff. I do have a Luster Dragon in that deck though, if only for 1st-turn fodder or to stall before bringing out the pain. Also, I happen to care about Maha Vailo. With some of the equip cards they have these days, along with Union monsters? She can really start packing heat if you give her the right stuff. But anyway, changes are made. I'll probably make Synchros for these guys soon, since I made a few of them Tuners. Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted December 12, 2010 Report Share Posted December 12, 2010 [quote name='NRVNQZR' timestamp='1292124590' post='4845744'] I was just using that as an example. I do have a Blue-Eyes deck made and I recently got some new cards in, but this isn't the place to be posting that stuff. I do have a Luster Dragon in that deck though, if only for 1st-turn fodder or to stall before bringing out the pain. Also, I happen to care about Maha Vailo. With some of the equip cards they have these days, along with Union monsters? She can really start packing heat if you give her the right stuff.[/quote] Can you give me the BEWD deck list? And Maha Vailo is terribly outclassed, not to mention uneconimical. Takes up too much hand advantage. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 12, 2010 Author Report Share Posted December 12, 2010 I'll make a topic in the Decks topic/forum thing. As for other Counter-Force stuff, any other suggestions? Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 13, 2010 Author Report Share Posted December 13, 2010 *BUMPAGE* Yar, there be an update! Updated some older cards, and added 2 Synchros: "Counter-Force Wizard" and "Counter-Force Sentinel"! As of now, CF Defender and CF Magician are now level 5, for an attempt at balance. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted December 13, 2010 Author Report Share Posted December 13, 2010 *BUMP* *BUMP* Look at my stuff? Please? I like my feedback... Link to comment Share on other sites More sharing options...
GamemasterGunnar Posted December 13, 2010 Report Share Posted December 13, 2010 [quote name='N'r-Vhyn-Qwayz'ar' timestamp='1291912653' post='4839823'] Alright, so after recently getting back into Yu-Gi-Oh, I discovered this card making site. Anyway, I'll get straight to the point: These cards are based around having powerful lockdown effects, but being relatively weak in actual battle, and thus will require support cards. I have already made 1 support card and 2 monsters, so I was hoping to see what you all would think, and if any changes should be made to make them more balanced if needed. For those who are interested, the two monster arts are from Dungeons and Dragons (3.5 Edition) Complete Adventurer. For the fortress, I honestly have no idea where it came from, I just thought it looked cool. Edit: New Cards Added!! Edit2: Made CF Summoner's effect only work on Special Summons. Also edited the effects of Magician, Hunter and Trapmaster. Edited the ATK/DEF of Defender and Hunter. Edit3: 2 New Synchros, and some minor changes to older monsters. [spoiler=Monsters][center] [img]http://img39.imageshack.us/img39/3061/295602x.jpg[/img] Lore: Each time your opponent adds a card to their hand (excluding their Draw Phase), place 1 Reversal Counter on this card. Remove 1 Reversal Counter when your opponent adds a card to their hand (excluding their Draw Phase). Your opponent must discard the card they just added. *UPDATED* [img]http://img704.imageshack.us/img704/7675/295602.jpg[/img] Lore: When your opponent declares an attack, place 1 Reversal Counter on this card. You may remove a Reversal Counter to negate the attack of an opponent's monster targeting a "Counter-Force" monster on your side of the field. [img]http://img64.imageshack.us/img64/1351/295602a.jpg[/img] Lore: When your opponent activates a monster effect, place 1 Reversal Counter on this card. You may remove a Reversal Counter to negate the effect of an opponent's monster that targets a "Counter-Force" monster(s). [img]http://img11.imageshack.us/img11/7675/295602.jpg[/img] Lore: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 Reversal Counters when your opponent Special Summons a monster(s). Negate the Summon(s) and Special Summon this monster to your side of the field. When a monster(s) is Summoned, place 1 Reversal Counter on this card. Remove 1 Reversal Counter to negate the Special Summon of an opponent's monster and return it to the bottom of their deck. *UPDATED* [img]http://img651.imageshack.us/img651/2113/295602k.jpg[/img] Lore: When a Spell Card is activated, place 1 Reversal Counter on this card. Remove 1 Reversal Counter from this card to negate the effect of a Spell Card that targets a "Counter-Force" monster(s) and destroy it. [img]http://img651.imageshack.us/img651/447/295602z.jpg[/img] Lore: When a Trap Card is activated, place 1 Reversal Counter on this card. Remove 1 Reversal Counter from this card to negate the effect of a Trap Card that targets a "Counter-Force" monster(s) and destroy it.[/center] [/spoiler] [spoiler=Spells/Traps][center] [img]http://img651.imageshack.us/img651/7675/295602.jpg[/img] Lore: You can activate this card only when your opponent Special Summons a monster. Negate the Summon and destroy the monster. You may then Special Summon 1 level 4 or lower "Counter Force" monster from your hand. A monster Summoned by this effect cannot attack the same turn it was Summoned. [img]http://img51.imageshack.us/img51/4172/295602n.jpg[/img] Lore: All "Counter-Force" monsters gain 200 ATK and DEF for each Reversal Counter on the field. When the effect of a "Counter-Force" monster is activated, place 1 Reversal Counter on this card. When the effect of a "Counter-Force" monster is activated, you may remove Reversal Counters from this card instead to pay the cost.[/center][/spoiler] [spoiler=Synchro Monsters][center] *NEW* [img]http://img593.imageshack.us/img593/2737/295602c.jpg[/img] Lore: 1 "Counter-Force" Tuner + 1 or more non-Tuner monsters Remove 2 Reversal Counters from the field each turn. If you cannot, this card is destroyed. When a Spell or Trap card is activated, place 1 Reversal Counter on this card. Remove Reversal Counters for the following effects: 1 Counter: Negate the effect of a Spell or Trap card and destroy it. 3 Counters: Destroy all Spell and Trap cards on your opponent's side of the field. *NEW* [img]http://img203.imageshack.us/img203/3151/295602j.jpg[/img] Lore: 1 "Counter-Force" Tuner + 1 or more non-Tuner monsters Remove 2 Reversal Counters from the field each turn. If you cannot, this card is destroyed. When your opponent declares an attack, place 1 Reversal Counter on this card. Remove Reversal Counters for the following effects: 1 Counter: If your opponent declares an attack, negate the attack and end the Battle Phase. 2 Counters: If your opponent declares an attack, destroy the attacking monster.[/center][/spoiler] While I will be making more, I have exams this week and next week, so I probably won't be back for a few days. As for the Stronghold, I need some help on the whole OCG language thing for the last part of the effect, I'm not entirely sure how to word it. Suggestions would be appreciated. [/quote] well I hate to say it, but many of these cards are kinda over powered. many of them have very little cost, if any at all, to negate and destroy cards. it doesn't sound like they are very situational either. this being said, try test playing this deck with some friends using real decks and try not to feel like a jerk when you quite literally dominate the field without losing any field or hand advantage. 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N'r-Vhyn-Qwayz'ar Posted December 13, 2010 Author Report Share Posted December 13, 2010 Still? Hmm... Maybe I should up the cost for all of their abilities to 2 to remove stuff, then. How does that sound? I mean, the point of these cards IS to lock-down and dominate the field. That's like saying Naturia Bamboo Shoot is overpowered because of it's 2000 ATK/DEF and it prevents your opponent from playing Spell or Trap cards. If I create try to create a lockdown archetype by getting rid of the lockdown effects (or making them too hard to use), then that destroys the point. I'm honestly not entirely sure about what to do at this point. Link to comment Share on other sites More sharing options...
N'r-Vhyn-Qwayz'ar Posted March 3, 2011 Author Report Share Posted March 3, 2011 *BUMP ONCE AGAIN.* Alright, I changed around just about all the effects of the monsters (except the Synchros) so that their abilities use 2 counters each and can only be used once per turn. I also added an OP Trap Card, just for the lulz. I'll deal with the darned pictures later. Link to comment Share on other sites More sharing options...
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