Draconus297 Posted September 22, 2014 Report Share Posted September 22, 2014 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. --------- 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. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 22, 2014 Author Report Share Posted September 22, 2014 If you have suggestions for new cards to add to the Set, I'm all ears- I think it might need some Spell/Trap support, and maybe a couple of Extra Deck monsters. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 23, 2014 Author Report Share Posted September 23, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 24, 2014 Author Report Share Posted September 24, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 26, 2014 Author Report Share Posted September 26, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 27, 2014 Author Report Share Posted September 27, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 29, 2014 Author Report Share Posted September 29, 2014 Can someone please make any suggestions, ask a question, make a comment, something? Link to comment Share on other sites More sharing options...
Libracor Posted October 18, 2014 Report Share Posted October 18, 2014 For load-bearing boss, thee's no clause that allows it to destroy any monsters. I reccomend adding "destroy any monster whose ATK was reduced to 0 by this effect." Right before the final effect. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 18, 2014 Author Report Share Posted October 18, 2014 Thanks for the addition. Tweaked, and you were credited. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted October 19, 2014 Report Share Posted October 19, 2014 Maybe for one of the Extra Deck monsters, it can be 2 Lvl. 4 Gamechild monsters and can transfer EXP counters or decrease other monster's ATK by using EXP counters. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 22, 2014 Author Report Share Posted October 22, 2014 I added an Xyz that lowers enemy ATK. Thank you! Link to comment Share on other sites More sharing options...
Draconus297 Posted October 23, 2014 Author Report Share Posted October 23, 2014 Hey, quick question: could this Deck be viable as is? Could this Deck be played? Â I challenge someone to create a good Deck using the GameChildren. Link to comment Share on other sites More sharing options...
Libracor Posted October 23, 2014 Report Share Posted October 23, 2014 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. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 23, 2014 Author Report Share Posted October 23, 2014 I fixed Hi-Ether. Â I don't follow- the Field Spells look fine to me. Â I don't know what the problem is, either. Â Could you possibly make a GameChild deck? Link to comment Share on other sites More sharing options...
Libracor Posted October 23, 2014 Report Share Posted October 23, 2014 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? Link to comment Share on other sites More sharing options...
Draconus297 Posted October 23, 2014 Author Report Share Posted October 23, 2014 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. Link to comment Share on other sites More sharing options...
Libracor Posted October 23, 2014 Report Share Posted October 23, 2014 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. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 23, 2014 Author Report Share Posted October 23, 2014 How do you expect me to fix the issue, then? Overload of counters was never my intent. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 25, 2014 Author Report Share Posted October 25, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 26, 2014 Author Report Share Posted October 26, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 28, 2014 Author Report Share Posted October 28, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 29, 2014 Author Report Share Posted October 29, 2014 Bump. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 30, 2014 Author Report Share Posted October 30, 2014 Bump. Link to comment Share on other sites More sharing options...
.Rooster Posted October 30, 2014 Report Share Posted October 30, 2014 You missed the Optional Dungeon card. This sin cannot be forgiven! Â 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. Link to comment Share on other sites More sharing options...
Draconus297 Posted October 30, 2014 Author Report Share Posted October 30, 2014 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. Link to comment Share on other sites More sharing options...
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