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Sceptyr's Support: 10 Nights of Fright


Black D'Sceptyr

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Happy Halloween, ya wonderful pikers. 

 

Also, the first two nights of fright in this pack are the

 

[spoiler=Overhaunted One]http://forum.yugiohcardmaker.net/topic/358016-overhaunted-one-i-like-big-buildings-and-i-cannot-lie/

 

 

..and the visually terrifying transformation known as...

 

[spoiler=Terribliss]http://forum.yugiohcardmaker.net/topic/358183-terribliss-or-tibbens-whichever-bear-descriptor-scares-you-more/

 

 

Now to the rest, starting with the tragedy-upon-tragedy of the now masterless crestfallen canine, the Devasted Dog Marron.

 

devastated_dog_marron_by_bdsceptyr-damcn

 

[spoiler=Devastated Dog Marron: Errata]

EARTH/Beast-Type Xyz Effect Monster/Rank 4/2250 ATK/2900 DEF
 
Lore: 2 Level 4 monsters with 1500 or less ATK
During either player's turn, if this face-up card would leave the field by a card effect, you can detach 1 Xyz Material from this card and make the ATK and DEF of 1 other face-up monster on the field 100 instead. Neither player can Special Summon monsters from their Graveyard, except for Beast-Type monsters. Once per turn, if a Beast-Type monster(s) in your Graveyard is moved to a different place, while this card is in your Graveyard: You can pay 1000 LP and return this card to the Extra Deck: Special Summon 1 Level 4 or lower Beast-Type monster from your Deck.

 

 

 

On Night 4, we see just what a host of familiar faces can still cause nightmares in their aftermath, a more petrified union giving birth to new life, a...Ghoulish Generation if you will.

 

ghoulish_generation_by_bdsceptyr-damcokn

 

[spoiler=Ghoulish Generation: Errata]

Ritual Spell Card
 
Lore: This card can be used to Ritual Summon any number of Ritual Monsters. Tribute monsters from your hand or field, and/or send 2 monsters from your Main or Extra Deck to the Graveyard with the same name, then Ritual Summon any number of Ritual Monsters from your hand with the same Attribute whose Levels exactly equals the total Levels of those monsters. You cannot attack directly with any monsters during the turn this effect was activated. You can only activate 1 "Ghoulish Generation" per turn.

 

 

 

The fourth night of fright revolves around a  massive vessel once used to guard precious treasures. Unfortunately, a series of devious bio-manipulations gave this goodie guarder a sinister goal of its own-sating its own endless avarice for everything in its path, all in the service of a mysterious evil genius who had plans for the world this being is now looking to make a lot emptier.

 

safekeepling_by_bdsceptyr-damf98o.png

 

[spoiler=Safekeepling: Errata]

DARK/Spellcaster-Type Flip Effect Monster/Level 6/100 ATK/? DEF
 
Lore: FLIP: You can Special Summon 1 monster with ? ATK or DEF from your hand or Graveyard.
This card's DEF is equal to the original ATK of the monster on the field with the highest original ATK. You can discard this card and 1 other monster: Special Summon up to 2 monsters from your Deck whose total Levels are equal to or lower than the total Levels of the discarded monsters, but with ? ATK and DEF. The ATK of those monsters cannot exceed 3000. You can only use this effect of "Safekeepling" once per turn.

 

 

 

The next path of this journey happens upon an event that often precedes every outbreak horror flick, that heralds the awakening of some century-or-millennia-long thing that goes bump in the night (often with the skulls of its enemies), the two most terrifying words to ever grace the ears of any operative of the SCF....  

 

containment_breach_by_bdsceptyr-damhnd7.

 

[spoiler=Containment Breach: Errata]

Normal Trap Card
 
Lore: If a card(s) on the field is destroyed, including this Set card, you can: Special Summon 1 Fiend-Type monster from your Deck whose ATK is equal to or less than the number of cards that were destroyed this turn x1000, ignoring its Summoning conditions if it is a Ritual Monster, and if you do, you can add 1 card whose name is listed on that monster from your Deck to your hand. Once per turn, during the Standby Phase, banish 1 "Containment Breach" from your Graveyard or destroy that monster. You can only activate 1 "Containment Breach" per turn.

 

 

 

The next terror on our list is the living embodiment of plague. Formerly an Archlord that was cast out from the Sanctuary, the impact of this fallen beast-and its near-demise- caused its vessels to turn black, both from its entropic exposure to the elements and insects that festered within it, and its own burgeoning hatred of those that abandoned it. 

 

doomlord_zagan_by_bdsceptyr-daml9yb.png

 

[spoiler=Doomlord Zagan: Errata]

DARK/Fairy-Type Effect Monster/Level 7/0 ATK/0 DEF
 
Lore: You can Special Summon this card (from your hand) by Tributing 1 monster you control that was Special Summoned from the Extra Deck. When you do, its ATK becomes equal to the Tributed monster's original ATK or DEF (whichever is higher), also its Type becomes that monster's original Type. Once per turn, during the End Phase: Destroy all face-up Normal Summoned monsters on the field. During the Battle Phase, except the turn this card was Summoned: You can banish this card: Fusion Summon 1 Level 10 or lower Fusion Monster, using monsters in your hand and/or Deck with the same Type this card had while it was on the field and different names as Fusion Materials.

 

 

 

Day number of the Nights of Fright brings us to the origins of this haunting holiday, where the lights in self-contained vessel served to ward off the spooky instead of invite, and the creepy crawlies and heebie-jeebie causes among us were true embodiments of hollow horror.  

 

hallowed_eve_by_bdsceptyr-damr9pj.png

 

[spoiler=Hallowed Eve: Errata]

Quick-Play Spell Card
 
Lore: Target 1 monster on the field whose ATK and/or DEF is a multiple of 1000, but whose ATK and DEF is not 0: apply 1 of these effects, plus an additional effect if it is a Zombie-Type monster. 
• Special Summon 1 monster from your hand or Graveyard with the same ATK and DEF as that target, but a different name. Its effects are negated.
• Send up to 2 monsters with the same name as that target from your Main or Extra Deck to the Graveyard, then you lose 1000 LP for each sent card.
• It loses ATK equal to its DEF, then you gain LP equal to the ATK change +1000.

 

 

 

You're close to the end now, fair reader. Just watch you steps around our next resident. Should be easy, considering his size. Oh, him? Used to be known as the Senju of the Thousand, then further experience made him the Manju of the Ten Thousand. Seems power was all he was ever obsessed with, to the point he became his own self-summoned djinn. But now, thanks to his corrals, he serves as a godly servant to any who ask, instead of the revered conduit to the gods as before. S'only a matter of time before someone abuses it. But for now, he goes by the new alas of...

 

juumanju_of_the_hundred_thousand_hands_b

 

[spoiler=Juumanju of the Hundred Thousand Hands: Errata]

LIGHT/Fairy-Type Ritual Pendulum Effect Monster/Level 8/2800 ATK/2000 DEF :iconygocardplz
 
Scales: 6/6
 
Pendulum Lore: When this card is activated: You can add 1 Level 4 Fairy-Type monster from your Deck to your hand. During either player's Main Phase 1: You can destroy 1 other Spell/Trap Card you control; Tribute monsters from your hand or field and/or banish 1 Fairy-Type monster from your Graveyard whose total Levels equal exactly 8, then Ritual Summon this card from your Pendulum Zone. You can only use each of these effects of "Juumanju of the Hundred Thousand Hands" once per turn.
 
Lore: You can Ritual Summon this card with the Pendulum Effect of "Juumanju of the Hundred Thousand Hands". This Ritual Summoned card is unaffected by the card effects of the turn player's opponent. During your opponent's Main Phase or Battle Phase, if  this card is in your hand: You can reveal this card and pay 1000 LP; Immediately after this effect resolves, Normal Summon 1 monster, without Tributing if it is a Level 5 or higher monster. You can only use this Monster effect of "Juumanju of the Hundred Thousand Hands" once per turn.

 

 

 

And finally, in our journey, we come to yet another unbelievably powerful, yet easily controllable creature. For those who call themselves the King of Ghosts does not remain such if a more powerful ghost exists. This, however, is a unique case-a ghost more powerful than its king, but that chooses to follow it out of mutual desire-to corral the rest of the world into its will-and with the help of the (original) Pumpkin King, it may very well satisfy that twisted ambition. For even its own name belies at the unfathomable power it wields. Beware all those who would stand in the way of...

 

pumpkimperial_the_imperial_ghost_by_bdsc

 

[spoiler=Pumpkimmortal the Immortal Ghost: Errata]
DARK/Zombie-Type Fusion Pendulum Effect Monster/Level 9/2700 ATK/3000 DEF
 
Scales: 12/12
 
Pendulum Lore: All cards on the field with Pumpkin Counters on them, except for "Pump" cards, cannot activate their effects. Once per turn, during the Main Phase: You can target 1 card in the Pendulum Zones; it loses Pendulum Scales equal to the number of Pumpkin Counters on the field, but its Pendulum Scales cannot go below 1 by this effect, then if you reduced this card's Pendulum Scales to 1 this way, you win the Duel.
 
Lore: 1 DARK "Pump" monster + 2 monsters whose current ATK is different from their original ATK
Must first be either Fusion Summoned, or Special Summoned by sending the above monsters from either side of the field to the Graveyard (in which case you do not use "Polymerization"). Up to twice per turn, during either player's turn, when exactly 1 monster is Summoned: You can place 1 Pumpkin Counter on that card, then you can shuffle 1 other card currently on the field with no Pumpkin Counters on it into the Deck. During either player's turn, if this card is in a Monster Zone while there are 3 or more cards with Pumpkin Counters on them: You can place this card in your Pendulum Zone.

 
Lemme know which one of these you like the most and who knows, I may even give a wholly well-elaborated excerpt into the story of one of these Halloween Horrors!
 
[spoiler=Right here, for instance.]But you'll have to wait until I pick one of your choices, mate. Stay tuned!

 

BDS, signing off. Happy Hallows' Eve, everyone!!

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Devastated Dog Marron: That first effect is pretty strong, basically ensuring that this card needs to be destroyed by battle, unless they can destroy it 3 times in one turn. The restriction on the Graveyard summons is also pretty hardcore for a lockdown, might consider making it so that it is only active while it has Xyz Material, so it has some semblance of balance, like Ophion. Also, that last effect needs a HOPT restriction.

 

 

Ghoulish Generation: I mean it seems cool, you could possibly use it in Nekroz for some shenanigans. Not to knowledgable about rituals, so I can’t comment on how useful this card would be.

 

 

Safekeepling: That effect is pretty versatile, there are quite a few strong monsters with ? ATK, so there are a few exploits possible. As it is limited to a Flip Effect, I think it should be fine, but it is a bit worrying. That discard effect is a no though, that supposed restriction you put on it won’t work, since it says ? ATK and DEF, that means their ATK would never exceed 3000, and you can’t specify that their future ATK cannot exceed 3000, so it just doesn’t work. This also makes for easy Xyz, even if it a bit gimmicky.

 

Containment Breach: Pretty powerful for a Trap, I like it, makes a nice comeback from a Raigeki or something. Unfortunately it can’t summon monsters with ? ATK as their ATK isn’t a known value. Feel like the maintenance cost isn’t necessary though, but I guess it’s kind if unique.

 

 

Doomlord Zagan: Pretty interesting, I like it, though it should probably destroy Special Summoned monsters. Only unfortunate thing is you probably won’t get the Fusion effect off, as it can’t activate when it’s summoned. I think if you restricted it to Main Phase 2, and made it so it only works when Tributing a monster from the Extra Deck, it’d probably be fine in all honesty. Maybe combine this with my P.B. & J. Sanwitch for some fun, lol.

 

 

Hallowed Eve: 1st 2 effects help Zombies with swarming and graveyard setup, though not allowing ones with 0 DEF is a bit annoying since Zombies are known for their 0 DEF. I think it’d be fine saying the same ATK or DEF too, as it’d just be a more specific Monster Reborn, and honestly Monster Reborn doesn’t deserve to be banned. That last effect is kinda nice, though a bit more situational. If playing against Blue-Eyes you’ll make their 3K beaters into 500 ATK weaklings. Still pretty interesting though.

 

 

Juumanju of the Hundred Thousand Hands: A searcher for Manju, which is a searcher in and of itself seems a bit scummy (looking at you Stratos), but hey, Rituals could use all the help they can get. That Self Summon effect is pretty cool, allowing it to dodge MST, so that’s nice, don’t think you need it to be so restrictive though. That effect in the hand though is just weird to me honestly. I think it can stay since it does so during the opponent’s turn, but I’m struggling to think of some things it could possibly used for. Also you could probably just have it unaffected by all card effects, it honestly wouldn’t change too much,

 

Pumpkimmortal the Immortal Ghost: Probably should make this card unable to Pendulum summon, since it’s a scale 12, or at least restrict it in some manner. Pulling off that win condition would be pretty difficult, but kind of funny. The monster effect is pretty cool, non targeting non destruction quick removal is always appreciated, though it seems like it’d only affect monsters that were summoned before this card came to the field, or only usable on Spells/Traps. Also, that summoning restriction is ridiculous. Running Pumpking, and having to change two monster’s ATK on the field is too much effort for this.

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