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You'll need factor 1000 for these cards!


Lexadin

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[center]This will probebly get ignored but whatever.
This is a remake of possibly one of my first sets here on YCM. The Solarics, they focus on collecting Stardust Counters which they can abuse a lot. And thier field Spell is probebly broken.

Pics from various DArtists and from Jazin Kay.

[spoiler=Monsters]
[color="#FF0000"][b]BOSS CARD[/b][/color]
[img]http://img820.imageshack.us/img820/5471/20638c.jpg[/img]
[i]This card cannot be Normal Summoned or Set. This card cannot be Special summoned exept by the effect of "Supernova" or by removing 20 Stardust Counters from "Eternal Vacuum". This card's ATK is equal to the total amount of "Solaric" monsters removed from play x 500. Once per turn, you can remove all Stardust Counters from the field to remove an equal number of cards in both player's thier Decks from play.[/i]

[img]http://img703.imageshack.us/img703/9987/20638k.jpg[/img]
[i]During each of your End Phases, place 2 Stardust Counter on this card. Once per turn, you can Special Summon 1 "Solaric" monster from your hand, Deck or Graveyard by removing Stardust Counters from this card equal to the Summoned monster's Level. A monster Summoned by this card's effect cannot declare an attack or activate its effect this turn.[/i]

[img]http://img13.imageshack.us/img13/8593/20638.jpg[/img]

[img]http://img716.imageshack.us/img716/6749/20638hl.jpg[/img]
[i]During each of your End Phases, place 1 Stardust Counter on this card. You can remove 3 Stardust Counters from this card to negate a card's effect that removes "Eternal Vacuum" from your side of the field, and destroy that card.[/i]

[img]http://img716.imageshack.us/img716/9643/20638l.jpg[/img]
[i]During each of your End Phases, place 1 Stardust Counter on this card (Max. 3). When this card is destroyed by battle, you can Special Summon "Starling Tokens" (Pyro-Type/FIRE/Level 1/100 ATK/200 DEF) equal to the amount of Stardust Counters on this card. When a "Starling Token" is selected as an attack target, destroy the selected "Starling Token" and remove from play the attacking monster. A "Starling Token" cannot be used as a Tribute or for a Synchro Summon. While you control a "Starling Token" opponent cannot select an "Solaric" monster you control as an atack target.[/i]

[img]http://img692.imageshack.us/img692/9656/20638z.jpg[/img]
[i]During each of your End Phases, place 1 Stardust Counter on this card. Once per turn, you can remove 3 Stardust Counters from this card to either add 1 removed from play "Solaric" monster to your hand OR add 1 "Solaric" monster from your Deck to your hand.[/i]

[img]http://img96.imageshack.us/img96/4629/20638b.jpg[/img]
[i]You can Tribute Summon this card by Tributing 1 "Solaric" monster. During each of your End Phases, place 1 Stardust Counter on 1 other card you control. Each time a Stardust Counter is placed on a card, gain 800 Life Points. When this card is removed from play. Discard 1 card to return it to your side of the field.[/i]

[img]http://img39.imageshack.us/img39/9443/20638t.jpg[/img]

[img]http://img716.imageshack.us/img716/7110/20638s.jpg[/img]
[/spoiler]
[spoiler=Spells & Traps]
[color="#0000FF"][b]OTHER MAIN CARD[/b][/color]
[img]http://img824.imageshack.us/img824/9443/20638t.jpg[/img]
[i]Each time when a "Solaric" monster is sent to the Graveyard it is removed from play instaid. Eacht time a card is removed from play by this cards effect put 1 Stardust Counter on this card. You can activate the following effects depending on the number of Stardust Counters on this card: - 2+: Increase the ATK and DEF of all "Solaric monsters by 300. - 5+: Once per turn, send the top 2 card of your opponent's Deck to the Graveyard. - 10+: Once per turn, draw 1 card. - 15+: You can send 2 card you control or in your hand to the Graveyard, to either destroy all monsters OR all Spell & Trap Cards your opponent controls. - 20: Once per turn, inflict 1500 damage to your opponent.[/i]

[img]http://img716.imageshack.us/img716/5746/20638u.jpg[/img]

[img]http://img703.imageshack.us/img703/4629/20638b.jpg[/img]

[img]http://img109.imageshack.us/img109/6753/20638p.jpg[/img]

[img]http://img692.imageshack.us/img692/4362/20638o.jpg[/img]

[img]http://img203.imageshack.us/img203/1594/20638x.jpg[/img]

[img]http://img39.imageshack.us/img39/1594/20638x.jpg[/img]

[/spoiler]
[spoiler=Fusions]
I might make then Contact Fusions, but I'm not shure yet.
[img]http://img255.imageshack.us/img255/7697/20638d.jpg[/img]
[i]"Solaric Dragon" + 1 "Solaric" monster
During each of your End Phases, place 1 Stardust Counter on every "Solaric" monster and "Eternal Vacuum" you control. You can remove 3 Stardust Counters from this card to remove 1 monster your opponent controls from play.[/i]

[img]http://img703.imageshack.us/img703/3066/20638e.jpg[/img]
[i]"Solaric Beast" + 1 "Solaric" monster
During each of your End Phases, place 1 Stardust Counter on every "Solaric" monster and "Eternal Vacuum" you control. You can remove 3 Stardust Counters from this card to remove 1 Spell or Trap Card from play.[/i]
[/spoiler]
[/center]


[color="#696969"][size="1"]Rate/Hate/Whatever[/size][/color]
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Beforehand I warn you. I do not rate.


[b]Nothire, the Perfect Vacuum[/b]: The question around this card is whether your opponent would allow the Field to actually stay for very long. Even so, is it worth sending your whole strategy to the Devil for a beatstick, no matter how massive it be? [b](Taking into account you can nuke your opponent first, it is.)[/b] Of course, there is also opponent's Deck thinning, which is something that might be worth the while. Even an instant kill, perhaps? Fits the definition of Ace.

[b]Solaric Archfiend[/b]: It might be a little underpowered. Without the Fusions to support it, and far too low stats to maintain, this'll probably be killed before it gets to any use. I'd say raise either ATK or DEF, or make it gain 2 Stardust Counters per End Phase.

[b]Solaric Beast[/b]: A Terraforming card. Though I'd say you would use this with FuFu to Summon Chariot rather than draw it. Not gaining any Stardust Counters itself, it gives the chance to the others, and even Speeds up the Field Spell.

[b]Solaric Dragon[/b]: I see no actual strategic use to this card. Sure, you might give the oponent a nasty surprise, but it has to gather some Stardust Counters first. Much rather used as Fusion Material.

[b]Solaric Droid[/b]: A really fun Custom Dimensional Prison. You made a mistake here, you called for two different kinds of Tokens, I'm not sure which would be the correct one. Would be useful to stall for some time for you to build up Stardust Counters, so I'd add that 'your opponent cannot attack "Solaric" monsters while you control a "Starling(Vacuum?) Token'.

[b]Solaric Pyromacer[/b]: This one works decently for both recycling or pulling more Solarics from your sleeve, and its ATK is high enough as to gather its counters while standing by itself. I found funny that this card, out of them all, did not inflict Burn Damage. But that's a cliché, I guess.

[b]Solaric Queen[/b]: [s]What's next, Solaric Doomfire?[/s] This card is unkillable with the Field Spell. And it's not even a D.D. Survivor. It revives [i]instantly.[/i] It will or not mean massive healing (depending on whether this effect behaves like Solemn Wishes, or you gain 800 for [i]each[/i] Counter). But it's an impenetrable wall, if needed. Combo with Field Barrier for massive loads of awesome.

[b]Solaric Rampager[/b]: Fair beatstick, I guess. I don't call this original, but I suppose it is fine.

[b]Eternal Vacuum[/b]: Unless you make some Solaric Pandemonium Watchbear, this is going nowhere. I at least would never allow this to gain enough Counters as to work. If it happens to get enough Counters, though; you can abuse the crap out of it. Fill up your Grave. Get DA BOSS. Massively kick ass. Come on. Raigeki+Harpie's Feather Duster+12000 ATK beatstick? Who on Earth wouldn't want [i]that? [/i][b](The banlist, that's who.)[/b]
[b]
[/b]
[b]Birth of the Phoenix Queen[/b]: Makes pretty much all of the Set's monsters' abilities available. I particularly like the Archfiend+this combo. The Queen in your hand is an Extra, I guess. Still with the Field out this equals pain.

[b]Blast of vacuum[/b]: Set's Fusions+this=Death by awesome. Combine with Field Spell for instant Burn kill.

[b]Magnetic Distortion[/b]: [s]Infernity Barrier FTW[/s] Let me see... Okay, Fusion Monsters are starting to sound more and more Broken. Epic Negation is Epic. You never know when there is a Dark Hole waiting.

[b]Solar Flare [/b][s]Dragon[/s]: lolColumns. This can power up your Field Spell, and harm the opponent in the process. I'd add it some Stardust Counter gaining, though.

[b]Solar Courage[/b]: Out of all this Set, this card is my favorite by far. Get your worst card attack your opponent and take as much damage as possible. Then, kick your opponent's ass with your Field Spell/Abusable monsters!

[b]Supernova[/b]: Would your field Spell be destroyed? Don't worry! Use Dark Hole and Summon your Ace anyway! Who cares if it's ATK is 0 until the End Phase? A nice final touch and a nasty surprise to your opponent. The problem comes if he has a Grow-Up Bulb in his Graveyard.

[b]Both Fusions are the same, so I might as well Comment on them together[/b]: These two are probably as abusable as the Field Spell itself. They can easily prove to be an all-rounder Chaos Sorcerer, and still attack anyways. You made a statement about making them Contacts. That would slow them down a bit I suppose, but then again, would the materials be removed, returned to the Deck, or what? Either way, I'm against it. Though I would like you had a special Fusion Card.

Not the best feedback ever, but it's something.
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Wow. For a Counter Archetype, it's surprisingly fast. The boss card is really unique, because I would have expected something really generic. I'm thinking that some of the effects are a little OPed considering the speed of the set: Solaric Queen is literally invincible and with Birth of the Phoenix Queen, it's so easily searched. Also, the spell card makes a great combo with some of the other card's effect because of it's instant counter thing going on (Archfiend works great with it). Supernova is a great card, maybe a touch OPed, but nothing major.
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Well, the fixes are just what I asked for.[img]http://forum.yugiohcardmaker.net/public/style_emoticons/default/laugh.gif[/img]

Also, [b]Solaric Swimmer[/b]: A wall you could use for a turn of stall or two, and basically a double-counter gainer for 1 of your cards. Fits the name of Swimmer, I guess.
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These deserve grading.
If you could give a quick review on my [url="http://forum.yugiohcardmaker.net/topic/234888-engi-dragons/"]Engi-Dragon[/url] set that would be great, but don't feel that you have to.. ;)



Names: 3.5/5 -
Some interesting names, but mostly generic names, which for a set is to be expected, they all sound fairly good and fit the theme.

Pictures: 8/10
Some really good pictures (Archfiend & Pyromancer in particular) and a couple of 'not so good' ones (beast and supernova) and the lighting isn't consistent, most are great though, and look perfect for a fire deck, Jazin Kay aided you well.

Creativity: 5/10
A lot of generic effects. Cards like solaric courage and the archfiend do impress me though, those 2 along with a few others have creative elements, but most of them aren't so inspired.

OCG: 11.5/15
Some spelling errors and minor OCG errors, but mostly good, consistent grammar throughout the cards.

Playability: 16/20
Quite playable, cards have fairly independent effects and most (except the boss perhaps) have simple enough summoning requirements, good for new players. Given that the deck gains advanatages by using its counters, and that most cards automatically generate them, it makes it less reliant on other cards, although this does spoil the opportunity to make nice combos between cards.

Balance: 13.5/20
A mix of power, only 1 I'd say was OP (Droid) quite a few seem not so much UP, but a little below where they should be.. (rampager/beast/archfiend) those that need time to activate there effects ideally need slightly better stats, as there aren't many cards to keep them protected. The spells & traps are sensible enough and aren't to over or under powered, I'd day as a set it's fairly balanced, but overall, a little UP. With cards like molten destruction it could sustain more, but eternal vacuum would take its place..

Effects: 15/20
Some nice effects, the stardust counters always add to the effect, giving you ways to manipulate them against your enemy, nothing to prelonged, but long effects aren't always the best, there is a good variation of effects throughout the set although it would be nice if more of the cards had secondary effects, instead of just 1 main purpose.


Overall

72.5% - High [u]C [/u]

85-100% = A
75-84% = B
[u]65-74 = C [/u]
57-64 = D
50-56 = E
37-49 = F
0-36 = U


I liked it, nice effort. :lol:

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