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GameChildren- RPG Heroes and Villains!


Draconus297

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Hey guys, this is a new archetype I'm working on, where all the cards in it are focused around classic RPG tropes! I was hoping you guys could suggest tweaks, and maybe even new cards!

GameChild Swordsman
EARTH - Level 4 - Warrior/Effect - 1800/600
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Increase this monster's ATK and DEF by 200 for every EXP Counter on it. If this monster destroys your opponent's monster by battle, you may remove 2 EXP Counters from this card to allow this monster to attack again.

GameChild Lancer
EARTH - Level 4 - Warrior/Effect - 1600/1000
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Increase this monster's ATK and DEF by 200 for every EXP Counter on it. You may remove up to three EXP Counters from this card to lower the DEF of all monsters on your opponent's side of the field by 300 times the number of removed Counters.

GameChild White Mage (Tweaked by pwnyo)
LIGHT - Level 4 - Spellcaster/Effect - 1000/1200
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. You may remove EXP Counters from this card to activate one of the following effects:
1- Increase your Life Points by 300 for every Spell and Trap Card on the field. You can only activate this effect once per turn.
2- Raise the ATK and DEF of one "GameChild" monster you control by 500 until the End Phase of this turn.
+3- Select one "GameChild" monster in your Graveyard with equal Level to the number of removed Counters and Special Summon it to your side of the field.

GameChild Black Mage (Tweaked by pwnyo)
DARK - Level 4 - Spellcaster/Effect - 1200/1000
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. You may remove EXP Counters from this card to activate one of the following effects:
1- Inflict 200 points of direct damage to your opponent's Life Points for every Spell and Trap Card on the field. You can only activate this effect once per turn.
2- Select one monster on your opponent's side of the field- it loses 500 ATK and DEF until the End Phase of this turn.
+3- Select one monster on your opponent's side of the field of equal or lesser Level or Rank to the number of removed Counters and banish it.

GameChild Archer
WIND - Level 4 - Warrior/Effect - 1300/1000
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. You may remove EXP Counters from this card to activate one of the following effects:
2- This monster may attack your opponent's Life Points directly.
4- Double the ATK of this monster during damage calculation only.

GameChild Thief
DARK - Level 4 - Warrior/Effect - 1200/800
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. You may remove 3 EXP Counters from this card to select 1 Spell or Trap Card your opponent controls and add it to your hand.

GameChild Summoner
LIGHT - Level 3 - Spellcaster/Effect - 800/1000
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Remove any number of EXP Counters from this card to Special Summon a "GameChild" monster of equal Level from your hand.

GameChild Escort
EARTH - Level 3 - Spellcaster/Effect - 600/800
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. When this card has 4 EXP Counters on it, destroy it. If this monster is destroyed by its own effect, place 5 EXP Counters on all "GameChild" cards you control.

GameChild Gardna
EARTH - Level 4 - Warrior/Effect - 600/2100
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Remove EXP Counters from this card to activate one of the following effects:
2- Negate the attack of any one monster.
3- Until the End Phase of this turn, "GameChild" monsters you control cannot be destroyed or banished.

GameChild Slime
WATER - Level 3 - Aqua/Effect - 900/900
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Once per turn, you may remove 2 EXP Counters from this card to draw 1 card. If that card is a "GameChild" card, add 1 EXP Counter to all "GameChild" cards you control.

GameChild Skeleton
DARK - Level 4 - Zombie/Effect - 1900/0
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. If this monster would be destroyed while it is in Attack Position, remove 3 EXP Counters from this card to switch it to Defense Position and negate the attack or effect that would have destroyed it.

GameChild Spider
EARTH - Level 4 - Insect/Effect - 1600/1400
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Remove EXP Counters from this card to activate one of the following effects:
2- Switch one monster on your opponent's side of the field to Defense Position. Its Battle Position may not switch until this monster is destroyed.
3- Select one monster on your opponent's side of the field and lower its ATK and DEF by 200 every turn until this monster is destroyed.
+4- Discard one card in your hand to the Graveyard. Your opponent must discard cards from the top of their Deck until they have discarded an equal number of cards to the number of removed Counters.

GameChild Doppelganger
DARK - Level 5 - Fiend/Effect - 300/200
FLIP: Select one monster on your opponent's side of the field- this monster gains that monster's ATK, DEF, and effect(s).
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. You may remove 3 EXP Counters from this card to flip it face-down.

GameChild Basilisk
DARK - Level 5 - Reptile/Effect - 1900/1700
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. If this monster battles your opponent's monster, remove all EXP Counters that were on this card and place them on any monster your opponent controls. That monster loses 100 ATK and DEF for every EXP Counter on it, its effects are negated, and cannot be Tributed or used for Synchro or Xyz Summon.

GameChild Dragon
FIRE - Level 8 - Dragon/Effect - 2800/2800
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. If your opponent activates a card's effect, you may remove 2 EXP Counters to negate the effect. Once per turn, you may remove 6 EXP Counters to destroy all face-up monsters your opponent controls.

GameChild Ultimate Evil
DARK - Level 12 - Fiend/Effect - 3500/3000
This monster may not be Normal Summoned or Set. This monster may only be Special Summoned by the effect of a "GameChild" card. When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. This monster may not be destroyed if there is another "GameChild" monster on your side of the field. Once per turn, you may remove 4 EXP Counters to return all banished cards to their respective owners' Graveyards and deal 200 points of direct damage to your opponent's Life Points for every card returned by this effect.

GameChild Legendary Hero
LIGHT - Level 12 - Warrior/Effect - 3500/3000
This monster may not be Normal Summoned or Set. This monster may only be Special Summoned by the effect of a "GameChild" card. When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. This monster gains 200 ATK and DEF for every EXP Counter on it. Once per turn, you may remove 6 EXP Counters from this card to have this monster attack all monsters your opponent controls.

GameChild Pixie
LIGHT - Level 2 - Fairy/Union/Tuner/Effect - 800/300
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Once per turn, during your Main Phase, you may equip this card to any "GameChild" monster you control. All of the EXP Counters on this card are treated as being on the equipped monster. If the equipped monster would be destroyed, destroy this card instead.

GameChild Vespid
LIGHT - Level 3 - Fairy/Effect - 1100/1100
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Once per turn, if your opponent controls a Plant, Beast, Winged Beast, Reptile, or Insect-type monster, you may remove 3 EXP Counters to send that card to your hand.

GameChild Orc (Suggested by Radiant F.U.R.Y., tweaked by Draconus297)
EARTH - Level 4 - Warrior/Effect - 2200/0
During each of your End Phases, place 1 EXP counter on this card. Increase the DEF of this card by 500 for each EXP counter on it. If this card attacks, you can remove 1 EXP Counter from this card to negate the following effect:
At the end of the Battle Phase, change this card to Defense Position- its Battle Position cannot be changed until the End Phase of your next turn.

GameChild False Chest
DARK - Level 3 -Fiend/Effect - 400/1500
FLIP: Both players draw 2 cards.
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. When this monster is destroyed, flip a coin. If heads, you draw cards equal to the number of EXP Counters on this card. If tails, your opponent draws cards instead.

GameChild Knight
EARTH - Rank 4 - Warrior/Xyz/Effect - 2800/1200
2 Level 4 "GameChild" monsters
When this monster Is Xyz Summoned successfully, transfer all EXP Counters that were on this monster's Xyz Materia to a face-up GameChild monster. When the effect of a "GameChild" monster (besides this monster) is activated, place 1 EXP Counter on this card. Remove any number of EXP Counters from this card to lower the ATK of all of your opponent's face-up monsters by 200 for every EXP Counter removed. Once per turn, when this monster attacks successfully, you may detach 1 Xyz Materia from this card to place 3 EXP Counters on all face-up "GameChild"monsters.

GameChild Bard
WIND - Level 3 - Spellcaster/Effect - 700/1100
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. During each Standby Phase, flip a coin. If heads, increase the ATK and DEF of all monsters you control by 100 times the number of EXP Counters on this card. If tails, decrease the ATK and DEF of all of your opponent's monsters by 100 times the number of EXP Counters on this card. Once per turn, you may remove 1 EXP Counter from this card- your opponent may not target "GameChild" monsters you control for card effects, except "GameChild Bard".

GameChild Trapper [Suggested by Ara Asura]
EARTH - Level 4 - Warrior/Effect - 1600/800
When this monster is Summoned successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. Once per turn when your opponent activates a Trap card: Negate the activation, and if you do, move 1 EXP Counter from this card to another "GameChild" monster you control.


GameChild Arena
Field Spell
When this card is activated, place 1 EXP Counter on it. During each of your Standby Phases, place 1 EXP Counter on this card. When a "GameChild" monster is Summoned successfully, place 1 EXP Counter on this card. Once per turn, you may remove any number of EXP Counters from this card to Special Summon a "GameChild" monster of equal Level from your hand or Graveyard.

GameChild Hometown
Field Spell
When this card is activated, place 1 EXP Counter on it. During each of your Standby Phases, place 1 EXP Counter on this card. When a "GameChild" monster is Summoned, you may shuffle one card from your Graveyard into your Deck. When this card is destroyed, "GameChild" monsters you control are immune to all of your opponent's card effects for two of your Standby Phases. If this card leaves the field without entering the Graveyard, add one "GameChild" Field Spell Card from your Deck to your hand.

GameChild Forest
Field Spell
If your opponent declares an attack while you control a face-up "GameChild" monster, flip a coin. If heads, the attack continues as normal. If tails, the attacking monster is attached to this card for three turns. If, at any point, either player controls no monsters, Special Summon one "Wasp Token" (WIND/Level 3/Insect/1200/800) to their side of the field. If any effects are activated to prevent this effect from activating, negate and destroy the other card.

GameChild Lair
Field Spell
When this card is activated, add 1 "Load-Bearing Boss" from your Deck or Graveyard to your hand. Increase the ATK and DEF of all DARK "GameChild" monsters by 100 times the number of EXP Counters on them.

GameChild Bonus Dungeon
When this card is activated successfully, place 1 EXP Counter on this card. During each of your Standby Phases, place 1 EXP Counter on this card. If "GameChild Legendary Hero" or "GameChild Ultimate Evil" is in face-up Attack Position on your side of the field, "GameChild" cards you control can use EXP Counters that are on this card. If all of your Monster Card Zones are occupied by "GameChild" monsters, reduce the cost of all card effects that cost EXP Counters by 1.

GameChild Chain Attack
Continuous Spell
When this card is activated, place 1 EXP Counter on it. Every time a "GameChild" monster attacks or is attacked, add 1 EXP Counter to this card. Once per turn, during your Battle Phase, you may remove 3 EXP Counters from this card and flip a coin. If heads, select one "GameChild" monster you control- it may attack again this turn. If tails, this effect does nothing.

Critical Hit!
Quick-Play Spell
Activate this card only during a battle involving a "GameChild" monster. That monster's ATK is doubled during damage calculation only.

Exploration EXP
Continuous Spell
When either player activates a Spell or Trap Card, place 1 EXP Counter on all face-up "GameChild" monsters.

Boulder Trap!
Trap Card
Remove 8 EXP Counters from "GameChild" cards you control to destroy any 4 cards your opponent controls.

EXP Transfer
Continuous Spell
When an EXP Counter(s) is removed from a "GameChild" card you control, place 1 EXP Counter on any other "GameChild" card you control.

Level Grinding
Continuous Spell
If a "GameChild" monster destroys your opponent's monster by battle, place 1 EXP Counter on it.

Fetch Quest
Continuous Spell
Select and reveal one card in your hand. Shuffle it into your Deck face-up. When that card is added to your hand, reveal it to your opponent again, destroy this card, and place 3 EXP Counters on all face-up "GameChild" monsters.

GameChild Treasure Chest
Spell Card
Remove up to 3 EXP Counters from "GameChild" monsters you control. Both players draw cards equal to the number of removed Counters. If your opponent draws a monster by this effect of this card, inflict damage to your opponent's Life Points equal to the original ATK of the monster(s).

Potion Item
Equip Spell
The equipped monster gains 300 ATK and DEF. If the equipped monster would leave the field, this card leaves the field instead.

Hi-Potion Item
Equip Spell
This card may only be equipped to a "GameChild" monster you control. The equipped monster gains 500 ATK and DEF. Every time the equipped monster gains an EXP Counter(s), place 1 EXP Counter on this card. If the equipped monster would leave the field, remove 1 EXP Counter from this card instead. If this card is destroyed, transfer all EXP Counters on it to the equipped monster.

Ether Item
Quick-Play Spell
Add 2 EXP Counters to one face-up "GameChild" monster you control.

Hi-Ether Item
Spell Card
Add 3 EXP Counters to one face-up "GameChild" monster you control. That monster may not activate its effect(s) this turn.

Holy Light
Spell Card
Activate this card only if you control a LIGHT "GameChild" monster. Send one "GameChild" card in the Graveyard to your hand.

Infinity Plus One
Equip Spell
You can only equip this card to a face-up "GameChild" monster you control, and only if it is the only monster you control. If you control any monster on your field besides the equipped monster, banish this card immediately. The equipped monster is immune to your opponent's card effects. The equipped monster gains ATK and DEF equal to the number of "GameChild" cards in the Graveyard x400. If this card is destroyed or banished by any effect except its own, inflict damage to your opponent's Life Points equal to the equipped monster's ATK x2.

Collected EXP
Spell Card
Double the current number of EXP Counters on all face-up "GameChild" monsters you control. When this card is activated, the current turn ends.

Great Destruction Blast
Trap Card
Activate this card only if you control a DARK "GameChild" monster. Remove 10 EXP Counters from "GameChild" monsters you control to destroy all face-up cards your opponent controls.

Load-Bearing Boss (Tweaked by Libracor)
Continuous Trap
Activate this card when you Special Summon a "GameChild" monster, and only if you control a Field Spell Card. Target one "GameChild" monster you control. When that monster is destroyed, destroy this card, all face-up Field Spell Cards, and lower the ATK of all monsters (except "GameChild" monsters) by the target monster's ATK- any monsters with ATK of 0 or less after this effect is activated are destroyed. Any monsters destroyed by this effect are banished, and deal damage to their controller's Life Points equal to their original ATK.

MinMaxing
Continuous Trap
Once per turn, transfer all EXP Counters on the field to 1 "GameChild" card you control. If that card does not activate its effect this turn, add 1 EXP Counter to all other "GameChild" cards on the field during this End Phase.

Preemptive Strike (suggested by Ara Asura)
Trap Card
Place 1 EXP counter on a face-up "GameChild" monster you control. Until the End Phase if a "GameChild" monster you control battles an opponent's monster, destroy the monster before damage calculations.

LIMIT BREAK
Trap Card
You can only activate this card if you control three or more "GameChild" monsters. Pay 1000 Life Points, and activate one of the following effects:
-Select 1 "GameChild" monster you control (except "GameChild Legendary Hero")- it may attack a number of times equal to its Level/Rank.
-Select 1 "GameChild" monster you control (except "GameChild Legendary Hero")- place a number of EXP Counters on it equal to its Level/Rank.
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So, if you have any questions or comments about the Set, any suggestions for cards I should tweak or add, or card art to add these to Dueling sites with, leave them in a reply.

Regarding card art, I was thinking that these could be the kids of the original heroes and villains- Black Mage being a little girl trying so hard to look serious underneath her dad's oversized hat and staff 4 times her size, Swordsman being this little boy dragging this sword he can barely carry behind him, Slime being this adorable baby slime-creature, et cetera.

Oh, and if you can create a workable GameChild deck (post the Deck List, then provide a video of it in action [either by adding it to a Dueling site, or a demonstration with slips of paper]), I'll give you 40 Points! One Deck setup will only work once.

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Hey, quick question: could this Deck be viable as is? Could this Deck be played?

I challenge someone to create a good Deck using the GameChildren.


It's very good, but there are a few balacing issues, such as the high-ether not having a drawback to its incredible ability. The field spells have the same issue. Also, you should work on rewording the Xyz. Something about it doesn't seem quite right, but I can't put my finger on just what that is.
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Forest makes half of your opponent's attacks miss and holds any monster they hold as collaterall, keeping them from destroying it.
Lair and Arena are fine, but Hometown gives you effect immunity for two turns AFTER it's destroyed, and if it leaves the field otherwise, you can add forest or hometown to your hand at no cost to yourself.
Knight cqn easily consolidate many EXP counters onto a single monster. What happens if it targets swordsman or dragon?

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Hm . . . 

Well, regarding Forest, most players would just insta-destroy it anyway, seeing how the meta goes.

 

With Hometown, I can see where you're coming from, but that's just it- its effect only trips after it's destroyed, meaning that negating it via Magic Jammer or such will prevent it from getting that effect off. Having it claim Field Spells if it leaves in other ways was an afterthought, so I could maybe remove that.

 

For Knight, to consolidate those EXP Counters, you need to have 2 Level 4 GameChildren with enough EXP Counters to consolidate- it only makes EXP Counters when its Xyz Materia are detached. Considering how, if you just Summoned them with intent to overlay them, the two monsters you Summoned would only have 1 Counter each, there's not much of a boost there.

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For Knight, to consolidate those EXP Counters, you need to have 2 Level 4 GameChildren with enough EXP Counters to consolidate- it only makes EXP Counters when its Xyz Materia are detached. Considering how, if you just Summoned them with intent to overlay them, the two monsters you Summoned would only have 1 Counter each, there's not much of a boost there.

Even then, just say a player had the luck and foresight to gather lots of counters through monster effects, ethers, and field spells. That's when it becomes slightly broken.
I really do like the set, don't get me wrong. I've thought about a similar idea but never got past the conceptual stage. These are great cards for the most part.
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You missed the Optional Dungeon card. This sin cannot be forgiven!

 

I like the idea of XP counters but the prices for the regular monsters are just too small, considering you can transfer XP to one card, plus the Great Destruction Blast is too expensive and not worth the trouble when you have things like Raigeki and Bottomless Trap Hole in the radar of the game.

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I really wanted to make an Optional Dungeon card, but I just couldn't figure out what its gimmick would be.

 

Most of the effects are rather benign, so setting the costs higher would make everything a little too expensive. As for GDB, it completely nukes your opponent's side of the field- think something along the lines of "Final Destiny". That's why it's so expensive.

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