Nightmarian Posted March 25, 2009 Report Share Posted March 25, 2009 And finally, here it is...the whole Set 0 in YCM format!!!!! I also posted here all cards in YVD format so you can use this cards in duels ( we already playing :p) with YVD program. All explanation how you can use YVD is written in this thread ( find IRC and YVD spoilers in first post), and also explanation how to connect to our IRC room.http://forum.yugiohcardmaker.net/thread-100159.html We also got our site now (but it is in stage of development) : createdcardgame.com , and our IRC server : irc.createdcardgame.com , we are mostly in room : #CCG. So, what is this all about??? Well, we were working on this Set for like 4 months =/, mainly because we didn't have luck I would say , for example during my vacations i wasn't able to connect to internet so during that time it was all going slowly...We are making the game, that use all Yu-Gi-Oh! rules ( we got some differences in ban list rules, and some others, but game mechanic is the same), but we don't use TCG/OCG cards, we use our own cards instead.This is the first starting set, where we introduced a lot of staples, and other cards that the game really needs. All cards that are similar to TCG ones were balanced , either strengthened or weakened, but in the end we got much better stuff then TCG has. I would say this is a much more balanced game, and slower game. Lot of good duelists already looked through our cards, and they all agree in that. Some cards always make people wonder, why did you make it just like that, or for example for Soldiers Recruiting, they usually comment : "Isn't Reinforcement of the Army limited in TCG...and you are making it even stronger..?"..My answer would be : "This is not TCG. We introduced this card in first set, because we will totally control what monsters will be Warrior-Types. The main idea is that there will be key cards for some strategies that can't work without them, and there will never be any overpowered monster (like E-Hero Stratos for example )....We also made Synchros weaker, and made Fusions and Rituals much faster to get them back in game. Also, i would say that both rows, monster row, and spell/trap row, got same power in our game, while in TCG today, all is mostly about spell/trap zone. I wanna say thanks to everyone that was working on this, and hope we will continue with this great project. If anyone wanna join us, ask that in our club, we really need more help. Karl will be Set 1 leader because i am really busy right now with college and other things. In Set 1 we will more focus on attribute support, and there will be probably 2 small themes too... For all rules how this project functions, go to our club, and there find link section that will guide you to each thread where we was working... There will be probably many changes in rules for Set 1 to make all less complicated...Also, don't be afraid to come to IRC and come to duel and try this. ^^ This cannot work without duelists obviously. We hope to gain duelists by getting a lot of members to come to the IRC server as this is the easiest way to find CCG duelists. To connect to the IRC server, if you have mIRC, or even Basic IRC (Which comes packaged with YVD, type /server -m irc.createdcardgame.com -j #CCGThis will connect you to the main server. Alternatively, you can get online for free and without downloading any software by visiting the following link: http://widget.mibbit.com/?settings=ac8ef42deeb0143278e931d09c2c3d18&server=irc.createdcardgame.com&channel=%23CCG&noServerTab=false&autoConnect=true Please people comment&rate, and ask anything you don't understand. Anyone that find an OCG error or some broken combo will get +1 REP. You can also check our ban list in our club thread. CCG.SET (for YVD): http://forum.yugiohcardmaker.net/thread-108839.html (Karl needs to do some final changes) -i separated cards in blocks of spoilers so that all loads faster...-i probably will added spoilers tomorrow-i need to add card's rarity list too... [spoiler=Cards from 00-09][spoiler=CCG0-EN000 The Stranger]During either player's turn, you can discard this card to reduce the Level of all monsters in both players' hands and on the field by 1 until the end of the turn. [spoiler=CCG0-EN001 Stupid Cupid]This angel is exiled from the heaven for its foolish and inappropriate behavior. [spoiler=CCG0-EN002 Death Plant]A pitch black plant, it grows on the grounds of great and terrible battlefields, absorbing all the wicked souls that fell there. [spoiler=CCG0-EN003 Sinister Fiend]This fiend is a mercenary, working for whatever evil needs assistance. [spoiler=CCG0-EN004 Flame Warrior]A legendary soldier who searches the land for worthy opponents. He uses fire attacks to overwhelm his foes. [spoiler=CCG0-EN005 Ancient Mechanoid]A blessed mechanical soldier, it is constantly learning new techniques to defeat its enemies. [spoiler=CCG0-EN006 Crazy Totem]When this card is Normal Summoned, you can increase or decrease the Level of 1 other face-up monster by 1. Once per turn, when this card is attacked, you can send 2 cards from the top of your Deck to the Graveyard to negate the attack. [spoiler=CCG0-EN007 Sea-Bound Lemming]This card cannot be Tributed for a Tribute Summon. When this card is destroyed by battle and sent to the Graveyard, return it to your Deck. Then, pick up the top 5 cards of your Deck, and Special Summon any "Sea-Bound Lemming" monsters among them in face-up Defense Position. Return all other picked up cards to the Deck. [spoiler=CCG0-EN008 D.D. Guardian]While this card is face-up on the field, any card that would be sent to the Graveyard is removed from play instead. [spoiler=CCG0-EN009 Ruby Chameleon]You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Discard this card from your hand to the Graveyard to add 1 Spell Card that can Fusion Summon monsters from your Deck to your hand. [spoiler=Cards from 10-19][spoiler=CCG0-EN010 Cockroach]When a monster is Summoned, flip this card into face-down Defense Position. This card cannot be selected as an attack target if you control a face-down monster. If a monster your opponent controls attacks this card in face-down Defense Position, this card is not destroyed by that battle. [spoiler=CCG0-EN011 Counter Crusher]While this card is face-up on the field, no counters can be placed on cards. During either player's turn, you can pay 100 Life Points to remove 1 counter from the field. [spoiler=CCG0-EN012 Hell Hound]When a player draws a card(s), both players look at the card(s) drawn. If a Monster Card(s) is drawn, inflict damage to each player equal to the Level of the monster they drew with the highest ATK x 100. [spoiler=CCG0-EN013 Greed Jar]FLIP: Each player discards their hands and draws the same number of cards they discarded. [spoiler=CCG0-EN014 Owl The Wise]When this card is Summoned, you can add 1 Ritual Spell Card from your Deck to your hand. [spoiler=CCG0-EN015 Lava Worm]When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 FIRE monster with 1600 or less ATK from your Deck in face-up Attack Position. [spoiler=CCG0-EN016 Shell Statue]When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1600 or less ATK from your Deck in face-up Attack Position. [spoiler=CCG0-EN017 Corrupted Clown]When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1600 or less ATK from your Deck in face-up Attack Position. [spoiler=CCG0-EN018 Blind Mole]When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 EARTH monster with 1600 or less ATK from your Deck in face-up Attack Position. [spoiler=CCG0-EN019 Hurricane Hawk]When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1600 or less ATK from your Deck in face-up Attack Position. [spoiler=Cards from 20-29][spoiler=CCG0-EN020 Electro Lynx]When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 LIGHT monster with 1600 or less ATK from your Deck in face-up Attack Position. [spoiler=CCG0-EN021 Mirror Knight]Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and remove from play 1 of the Fusion Material Monsters listed on that card in your Deck. Until the End Phase, this card's name is treated as the removed Fusion Material Monster's name. If this card's Attribute is the same as the removed monster's Attribute, and this card is used for a Fusion Summon during the turn you use this effect, you can draw 1 card. [spoiler=CCG0-EN022 Cosmic Prophet]Twice per turn, you can pay 800 Life Points to negate 1 of your opponent's attacks. [spoiler=CCG0-EN023 Pyrotechnic Pixie]Once per turn, if your opponent has at least 1 card in their hand, you can discard 1 card and pay 800 Life Points to destroy 1 card on the field. Your opponent can discard 1 card of the same type (monster, spell, or trap) as the targeted card to negate this effect. (If the targeted card was face-down, and your opponent discards a card to negate this effect, your opponent must reveal the targeted card.) [spoiler=CCG0-EN024 Haze Fairy]After this card is Normal Summoned, when it is destroyed and sent to the Graveyard, you can add 1 monster with 1500 or less ATK from your Deck to your hand. [spoiler=CCG0-EN025 Sky Breaker]When this card is Normal Summoned, it gains the following effect: •You can discard 1 card to destroy 1 Spell or Trap Card on the field. This effect can only be used once while this card is face-up on the field. [spoiler=CCG0-EN026 Forest Archer]Once per turn, you can discard 1 card to select 1 card on the field, and roll a six-sided die. If the result is not 6, return the selected card to its owner's hand. [spoiler=CCG0-EN027 Shell Knight]Once per turn, you can remove from play 2 monsters in your Graveyard to Special Summon 1 Level 1 monster from your Deck. If you have more than 4000 Life Points, it cannot be used as a Tribute for a Tribute Summon and has its effects negated until the End Phase. [spoiler=CCG0-EN028 Life Stealing Magician]Once per turn, when you pay Life points, this card gains ATK and DEF equal to the Life Points paid until the End Phase (max. 1000). During your End Phase, pay 500 Life Points. If you do not, this card's ATK become 0 until your next Standby Phase. [spoiler=CCG0-EN029 The Magical Shapeshifter]When this card is Normal Summoned, and during each of your Standby Phases, increase this card's Level equal to the number of monsters on the field (excluding this card). [spoiler=Cards from 30-39][spoiler=CCG0-EN030 Bati, the Fat Guy]As long as a player has no cards in their Spell & Trap Card Zone, that player cannot enter their Battle Phase. [spoiler=CCG0-EN031 Voltage Blaster]Any Battle Damage to your opponent involving this card becomes 500. While you control at least 1 Thunder-Type monster, you can Special Summon this card from your hand. This card can attack your opponent directly. If this face-up card is attacked, you can return it to your hand. [spoiler=CCG0-EN032 Lonely Oak]When this card is Normal Summoned, you can Tribute 1 monster to add 1 monster of the same Attribute, Type, and Level from your Deck to your hand. [spoiler=CCG0-EN033 Deck Reaper]While this card is in face-up Attack Position, this card cannot be destroyed by battle. When this card inflicts Battle Damage to your opponent, you can declare 1 card type (Monster, Spell, or Trap). Your opponent selects 1 card of that type from their Deck and sends it to the Graveyard. [spoiler=CCG0-EN034 Blood Werehamster]This card cannot be Tributed if it was Special Summoned during your opponent's turn. At the start of either player's Main Phase 1, you can Special Summon this card from your hand. While this card is face-up on the field, your opponent cannot activate or Set cards during the Main Phase 2. [spoiler=CCG0-EN035 God of the Wind - Fujin]When this card is Normal Summoned, you can return 1 card your opponent controls to its owner's hand. After that, if your opponent controls no cards, your opponent cannot Set cards during their next turn. [spoiler=CCG0-EN036 Diablo, Shadow of the Dark Cathedral]This card cannot be Special Summoned except by removing from play 3 Spell or Trap Cards from the top of your Graveyard. Once per turn, you can remove from play 1 monster from the top of your opponent's Graveyard. This card gains its effects until the end of the turn. When this card is removed from the field, it is removed from play. [spoiler=CCG0-EN037 Guardian of Lost Souls]This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn this card is Normal Summoned or flipped face-up. Monsters cannot be Special Summoned. When this card inflicts Battle Damage to your opponent, you can add 1 Spirit monster from your Deck to your hand. [spoiler=CCG0-EN038 Destiny Emperor Zodiac]When this card is Tribute Summoned, declare 1 card name. Remove from play all copies of the selected card in both players' Graveyards. While this card is face-up on the field, cards with that name cannot be used and their effects are negated. [spoiler=CCG0-EN039 Aqua Magician]This card cannot be targeted by a Spell or Trap Card. If a monster you control is targeted by a Spell or Trap Card, you can switch the target to an appropriate monster your opponent controls. [spoiler=Cards from 40-49][spoiler=CCG0-EN040 Dragon Lord of the Forgotten Kingdom]There exists a kingdom separated from the rest of humanity. The people of that kingdom worship the dragon that resides there, for he is all-powerful and goes unchallenged by anything. Against those that do not worship him, however, he is a deadly foe that can destroy enemies in one swift strike. [spoiler=CCG0-EN041 Destiny Overlord]This card cannot be Special Summoned except from your hand when a card(s) is sent from your opponent's Deck to the Graveyard. When this card is Summoned, send the top 3 cards of your opponent's Deck to the Graveyard. There can only be 1 "Destiny Overlord" on the field. [spoiler=CCG0-EN042 Derias the Almighty Being]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 monsters. A player cannot activate a Spell or Trap Card if they have activated a number of Spell or Trap Cards this turn equal to or greater than the number of cards in your hand. [spoiler=CCG0-EN043 Rumbler Tumbler]1 Tuner + 1 or more non-Tuner monstersOnce, while this card is face-up on the field, during either player's turn, you can switch 1 face-up monster to face-down Defense Position. [spoiler=CCG0-EN044 Ocean Wave Master]1 Tuner + 1 or more non-Tuner monstersMonsters your opponent controls cannot change their battle positions, except with a card effect. When this face-up Attack Position card is attacked, you can change it to Defense Position to flip the attacking monster to face-down Defense Position. [spoiler=CCG0-EN045 Black Spear Dragon]1 Tuner + 1 or more non-Tuner monsters This card inflicts Piercing damage. When this card inflicts Battle Damage to your opponent, you can reduce that damage to 0 to destroy 1 face-up monster on the field with DEF equal to or lower than the damage this card would have inflicted. [spoiler=CCG0-EN046 Armes, General of the Fallen Army]1 Tuner + 1 or more non-Tuner monstersThis card gains ATK equal to the Level of the monster that is on right side of this card * 100, and it gains DEF equal to the Level of the monster that is on the left side of this card * 100. When the monster on the right side of this card is removed from the field, change this card to Defense Position. When the monster on the left side of this card is removed from the field, change this card to Attack Position. When this card destroys a monster by battle, destroy all monsters your opponent controls that are in same column as monsters you control that are adjacent to this card. [spoiler=CCG0-EN046 Ocean Wave Master] [spoiler=CCG0-EN047 Meteorsaurus]1 Tuner + 1 or more non-Tuner monstersThis card can attack twice during each Battle Phase. This card cannot attack your opponent's Life Points directly. [spoiler=CCG0-EN048 Swamp Terror]This card cannot be Special Summoned except by Ritual Summon. This card returns to its owner's hand during the End Phase of the turn it is Summoned or flipped face-up. This card can attack your opponent's Life Points directly. When this card inflicts Battle Damage to your opponent, you can draw 1 card. When this card is returned to your hand by its own effect, you can select 1 Ritual Spell Card in your Graveyard that was used to Ritual Summon this card and add it to your hand. [spoiler=CCG0-EN049 Giant Schizomida]This card is treated as a Normal Monster while face-up o the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: •When a card effect is activated, you can Tribute this face-up card to negate that card's activation and effect and remove it from play. When this card is selected as an attack target, you can discard 1 card to negate that attack. Link to comment Share on other sites More sharing options...
Morgan LeFlay Posted March 25, 2009 Report Share Posted March 25, 2009 Spacing out posts. Link to comment Share on other sites More sharing options...
Nightmarian Posted March 25, 2009 Author Report Share Posted March 25, 2009 [spoiler=Cards from 50-59][spoiler=CCG0-EN050 Evil Engine]Once per turn,you can send any number of monsters you control to the Graveyard. For each card sent to the Graveyard this way, place 1 counter on this card. Once per turn, you can remove 1 counter from this card to destroy 1 card on the field. During the End Phase of a turn you activated this effect, if there are no counters on this card, destroy it. [spoiler=CCG0-EN051 Wicked Dollmaker]Once per turn, you can discard 1 monster to Special Summon 1 "Wicked Doll Token" with the same Attribute, Type, Level, original ATK, and original DEF as the discarded card. This Token cannot attack or be Tributed for a Tribute Summon. When this card is removed from the field, destroy all "Wicked Doll Tokens" on the field. [spoiler=CCG0-EN052 Neuromancer Octopus]1 Normal Monter + 1 Normal Monster Once per turn, during your Main Phase, if you control this card, you can equip it to 1 Gemini monster you control, OR unequip it and Special Summon this card in Attack Position. A Gemini monster equipped with this card is treated as an Effect Monster, and gains its effect(s). When this card is sent to the Graveyard while equipped to a monster by this card's effect, you can Special Summon this card. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.) [spoiler=CCG0-EN053 Moss Giant]1 Normal Monster + 1 Normal MonsterThis card gains ATK equal to the combined original ATK of the monsters used to Fusion Summon it, and loses ATK equal to the combined original DEF. Any damage involving this card is halved. When this card inflits Battle Damage, switch it to Defense Position. [spoiler=CCG0-EN054 Scorching Demon]"Flame Warrior" + "Sinister Fiend"This card cannot be Summoned except by Fusion Summon. This card's Attribute is also treated as DARK. When this card is removed from the field by your opponent, you can select 1 face-up monster on the field and inflict damage to your opponent equal to the half of selected monster's original ATK. [spoiler=CCG0-EN055 Tempest Storm]Select and activate 1 of the following effects: •Destroy all face-down Spell and Trap Cards on the field. •Destroy all face-up Spell Cards on the field. •Destroy all face-up Trap Cards on the field. [spoiler=CCG0-EN056 Refueling]Activate by selecting 3 Monster Cards in your Graveyard. Return those monsters to your Deck, then draw 1 card. [spoiler=CCG0-EN057 Summon Sensor]The next monster Normal or Special Summoned after this card's activation is destroyed. [spoiler=CCG0-EN058 Barrier Break]Select 1 Defense Position monster on the field and remove it from play. [spoiler=CCG0-EN059Target Practice]Select 1 Spell or Trap Card on the field. Roll 1 six-sided die and apply the appropriate effect: •1: Inflict 800 damage to the selected card's controller. •2, 3, or 4: If any Spell or Trap Cards are in adjacent card zones to the selected card, you must select 1 of them and destroy it. •5 or 6: Destroy the selected card. [spoiler=Cards from 60-69][spoiler=CCG0-EN060 Advanced Polymerization]Send Fusion Material Monsters that are listed on a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). Draw 1 card. [spoiler=CCG0-EN061 Egg of Regeneration]When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 3 Hatching Counters to this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose Level is equal to or less than the number of Hatching Counters on this card. [spoiler=CCG0-EN062 Variable Storm]Destroy 1 face-up Spell or Trap Card. If your opponent controls 3 or more face-up Spell or Trap Cards, destroy 2 instead. [spoiler=CCG0-EN063 Gruesome Slimeyard]When a monster attacks, place 1 Slime Counter on it at the end of the Damage Step. Monsters with Slime Counters on them cannot declare an attack. [spoiler=CCG0-EN064 Chaotic Draw]Draw 3 cards and show them to your opponent. Your opponent selects 2 of them and sends them to the Graveyard. If a monster is sent to the Graveyard by this effect, inflict 500 damage for each monster sent to the Graveyard this way. If a Spell or Trap Card is sent to the Graveyard by this effect, inflict 500 damage to your opponent for each Spell or Trap Card sent to the Graveyard this way. [spoiler=CCG0-EN065 Terracovery]Select 1 Field Spell Card in your Graveyard and activate it. [spoiler=CCG0-EN066 Fist of Rage]Activate when your opponent controls 2 or more face-up monsters. Select 1 monster your opponent controls with the lowest DEF and destroy it. [spoiler=CCG0-EN067 Gravity Wind]Pay 800 Life Points. Return 1 card on the field to its owner's hand. [spoiler=CCG0-EN068 Laser Transfer]Destroy 1 face-up Spell or Trap Card on the field. If that card was a Continuous Spell or Trap Card, the effect of this card becomes the same as the destroyed card. Otherwise, destroy this card. [spoiler=CCG0-EN069 Bazaar Deal]Select 1 monster you control, and switch control of it with 1 face-up monster your opponent controls with the lowest ATK. (If it's a tie, you get to choose.) [spoiler=Cards from 70-79][spoiler=CCG0-EN070 Fluffy Invasion]If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 4 "Fluffy Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your side of the field. The "Fluffy Sheep Tokens" cannot be Tributed, or used for a Synchro Summon. [spoiler=CCG0-EN071 Sexy Aroma]Your opponent cannot select a monster you control, except the equipped monster, as an attack target. [spoiler=CCG0-EN072 Lazy Typhoon]Activate only as Chain Link 2 or higher. Destroy 1 face-down Spell or Trap Card. [spoiler=CCG0-EN073 The Time and Space Chamber]Discard 1 card. Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). [spoiler=CCG0-EN074 Soldiers Recruiting]Add 1 Level 5 or lower Warrior-Type monster from your Deck to your hand. [spoiler=CCG0-EN075 Psychic Demolition]This card remains on the field. During your Standby Phase, send this face-up card to the Graveyard to destroy all face-up Attack Position monsters on the field. [spoiler=CCG0-EN076 Pit of Sadness]Send 1 monster from your Deck to the Graveyard. During this turn's End Phase, if this card is in your Graveyard and that monster is face-up on the field, send that monster to the Graveyard. [spoiler=CCG0-EN077 Fountain of Youth]Once per turn, during your Standby Phase, you can discard 1 card from your hand to increase your Life Points by 500 for each monster you control. [spoiler=CCG0-EN078 Fracture]Select 1 monster on the field with the lowest ATK and return it to its owner's hand. [spoiler=CCG0-EN079 Gentleman's Duel]Monsters cannot select a monster with a lower Level as an attack target. [spoiler=Cards from 80-89][spoiler=CCG0-EN080 Judgment Bolt]Pay 800 Life points. Destroy 1 Spell or Trap Card your opponent controls. [spoiler=CCG0-EN081 Stabilization Dome]Add 1 Field Spell Card from your Deck to your hand. When an effect would destroy a Field Spell Card, you can remove this card in your Graveyard from play to negate that effect. [spoiler=CCG0-EN082 Golden Tomb]Remove from play 1 monster in your Graveyard. This card remains on the field. During your next Standby Phase, by sending this card to the Graveyard, add 1 monster of the same Type and Level as the monster you removed from play to activate this card from your Deck to your hand. [spoiler=CCG0-EN083 Ancient Ritual]This card is used to Ritual Summon any monster. Remove monsters in your Graveyard from play whose total Levels and Attributes equal that of the Ritual Monster you are Ritual Summoning. [spoiler=CCG0-EN084 Chains of the Past]Negate the activation of a Spell or Trap Card and remove it from play. This card can only be activated if there is a card with the same name as the negated card in either player's Graveyard. [spoiler=CCG0-EN085 Dimensional Resurrection]Pay 800 Life Points to Special Summon 1 monster from your opponent's Graveyard and equip it with this card. If the equipped monster is removed from the field, this card is destroyed. If this card is removed from the field, the equipped monster is removed from play. [spoiler=CCG0-EN086 Sudden Hurricane]Destroy 1 Spell or Trap Card on the field. If the destroyed card was Set this turn, you can Set 1 Spell or Trap Card from your hand. If the card you Set is a Trap Card or Quick-Play Spell Card, it can be activated this turn. [spoiler=CCG0-EN087 Lightspeed Fusion]Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card and Special Summon the Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If all the Fusion Material Monsters are on the field, you can activate this card from your hand. [spoiler=CCG0-EN088 Hell Force]Activate when your opponent attacks with a monster that has 1500 or more ATK. Destroy all face-up Attack Position monsters your opponent controls. [spoiler=CCG0-EN089 Solomon's Justice]Pay half your Life Points. Negate the effect of a Spell, Trap, or Effect Monster Card that activates on the field and destroy it. [spoiler=Cards from 90-99][spoiler=CCG0-EN090 Shameful Rejection]Negate the activation of a Spell, Trap or Effect Monster Card and flip the card face-down.. It cannot be activated or Flip Summoned until the end of this turn. [spoiler=CCG0-EN091 Bomb of Destruction]Activate only when a monster is Summoned. Destroy all face-up monsters on the field. [spoiler=CCG0-EN092 The Laws of Netherworld]The effects of all face-up monsters cannot be activated. [spoiler=CCG0-EN093 Prohibition of the Greedy]Card effects which allow a player to draw card(s) are negated. [spoiler=CCG0-EN094 Stopping the Inevitable]Activate when your Life Points are below 1500. Draw 2 cards, then skip your next Draw Phase. [spoiler=CCG0-EN095 Demon Pit]When your opponent Summons a monster(s) that has an ATK that is higher than the ATK of a monster you control, remove it from play. [spoiler=CCG0-EN096 Land Mine]You cannot Set this card in the same column as monster your opponent controls. Activate this card only when an opponent's monster that is in the same column as this card declares an attack. Destroy all monsters in the same column as the attacking monster and all monsters in adjacent Monster Card Zones to the destroyed monsters. [spoiler=CCG0-EN097 Horns of Hell]Discard 1 card. Negate the Summon of a monster and destroy it [spoiler=CCG0-EN098 Sweep Out from the Middle]Activate this card only if there are 3 or more face-up monsters on the field. Destroy 1 face-up monster on the field whose Level is closest to 6. (If it's a tie, you get to choose.) [spoiler=CCG0-EN099 Suicide Blast]Activate only when a monster you control is selected as an attack target. Return the attacking monster to its owner's Deck. CREDITS : MTG, google.com , imageshack.com, deviantart.com Link to comment Share on other sites More sharing options...
Sander Posted March 25, 2009 Report Share Posted March 25, 2009 No offense, but you consentrate too much on destroying all monsters on the field/drawing cards/destroying 1 Spell/Trap card. Link to comment Share on other sites More sharing options...
LiAM Posted March 25, 2009 Report Share Posted March 25, 2009 OCG errors (not many, but a few). Spelling errors. most of these cards are just remakes of previous cards with some power0ups, example: D.D. Guardian, Cosmic prophet. etc.EDIT/: Horns of Hell is seriously Overpowered ,i mean SERIOUSLY! Link to comment Share on other sites More sharing options...
Xazeon Posted March 25, 2009 Report Share Posted March 25, 2009 Nice, better card pics than I can find! Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 Many of the cards that I looked at (I didn't read them all) are very well made. The pictures are fitting, and the effects, despite the fact that some are re-makes of current in-game cards, are unique. However, card #99 sort of ruins the entire set with its massive level of broken-ness. Horns of Hell is broken too, but not as bad. Link to comment Share on other sites More sharing options...
Nightmarian Posted March 25, 2009 Author Report Share Posted March 25, 2009 Thanks for comments everyone...thing is that we can change anything that is not good, so any reply's are welcome... No offense' date=' but you consentrate too much on destroying all monsters on the field/drawing cards/destroying 1 Spell/Trap card.[/quote'] Thing is that there was some really creative and nice cards in same groups so we let some additional ones slips in game...I agree with "destroy 1 Spell/Trap card", but they are all really different ( Target Practice is fun card btw) and useful in different situations..For destroy all monsters on the field, and drawing cards, i don't know what are u talking about, because all of them are different...+1 on Advanced Poly and Mirror Knight is there to make normal Fusion Summons more competitive..and there is only 2 cards that do only drawing ( Chaotic Draw and Stopping the Invetiable ) , and Chaotic Draw can really, really hurt so specific deck is needed to use it , same goes for Stopping.."Destroy all monsters" -> we got our own, more balanced versions of Mirror Force and Torrential Tribute, Psychic Demolition is actually not so good believe me, Land Mine is fun, and you need to be smart when using it...lot of people actually agrees that it shouldn't be limited at all, same goes for Psychic Demolition... Hell Force and Bomb of Destruction will probably stay on limited list forever....we made that Hell Force goes on hand for decks that run weak monsters ( i think that reasons are obvious), and reason why game like YGO needs card like Mirror Force is to stop ( if u got some Spell/Trap fd, and didn't use it yet) opponent from attacking with lot of monsters at ones ( if you play TCG you will know what i am talking about )..And reason why Bomb of Destruction is there is to stop opponent from aggression and swarming...( there is some better phrase for this but i can't remember >.< )..Tell me if i miss something .. OCG errors (not many' date=' but a few). Spelling errors. most of these cards are just remakes of previous cards with some power0ups, example: D.D. Guardian, Cosmic prophet. etc.[hr']EDIT/: Horns of Hell is seriously Overpowered ,i mean SERIOUSLY! Well, around 30% of Set are actually remakes ( maybe even less) , but we needed staple cards, game wouldn't function good without them... But i am sure we got much more balanced staples then TCG have...Horns of Hell is actually Horn of Heaven with different cost... Horn of Heaven was really bad, and because we don't have Solemn Judgment, we made that card..i think it is fine, i would rather use Phoenix Wing Blast.. Many of the cards that I looked at (I didn't read them all) are very well made. The pictures are fitting' date=' and the effects, despite the fact that some are re-makes of current in-game cards, are unique. However, card #99 sort of ruins the entire set with its massive level of broken-ness. Horns of Hell is broken too, but not as bad.[/quote'] Thanks...and for card #99, well some people already complained about it... we need to test that card more.. in TCG there is Sakuretsu Armor that destroy your monster when you attack, and Dimensional Removal that removes it from play... our card returns it back to deck...now , this card is better/worse for your opponent depending on what deck he use...What would u like more, that your Breaker, The Magical Warrior is removed from play, or that he returns to your deck so you can use him again??Note : he is shuffled to deck , not placed at top if you didn't understand Anyway, you can all help us in testing this cards by coming to our IRC server : irc.createdcardgame.com / irc.scrollrack.com , room in both is the same : #ccg . :) Soon will Set 1 start btw in leadership of Karl...he will try to make everything less complex then it is right now Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 Many of the cards that I looked at (I didn't read them all) are very well made. The pictures are fitting' date=' and the effects, despite the fact that some are re-makes of current in-game cards, are unique. However, card #99 sort of ruins the entire set with its massive level of broken-ness. Horns of Hell is broken too, but not as bad.[/quote'] Thanks...and for card #99, well some people already complained about it... we need to test that card more.. in TCG there is Sakuretsu Armor that destroy your monster when you attack, and Dimensional Removal that removes it from play... our card returns it back to deck...now , this card is better/worse for your opponent depending on what deck he use...What would u like more, that your Breaker, The Magical Warrior is removed from play, or that he returns to your deck so you can use him again??Note : he is shuffled to deck , not placed at top if you didn't understand I would much rather have it removed from play. You see, getting your card(s) returned to the Deck isn't a good thing, unless you're running Assault Modes. Deck Fattening = bad. Link to comment Share on other sites More sharing options...
Adran Posted March 25, 2009 Report Share Posted March 25, 2009 Many of the cards that I looked at (I didn't read them all) are very well made. The pictures are fitting' date=' and the effects, despite the fact that some are re-makes of current in-game cards, are unique. However, card #99 sort of ruins the entire set with its massive level of broken-ness. Horns of Hell is broken too, but not as bad.[/quote'] Thanks...and for card #99, well some people already complained about it... we need to test that card more.. in TCG there is Sakuretsu Armor that destroy your monster when you attack, and Dimensional Removal that removes it from play... our card returns it back to deck...now , this card is better/worse for your opponent depending on what deck he use...What would u like more, that your Breaker, The Magical Warrior is removed from play, or that he returns to your deck so you can use him again??Note : he is shuffled to deck , not placed at top if you didn't understand I would much rather have it removed from play. You see, getting your card(s) returned to the Deck isn't a good thing, unless you're running Assault Modes. Deck Fattening = bad. Deck fattening isn't that bad. It slows you down, yes, but there are no combos to take advantage of it, so right now it doesn't really matter as much. And besides, I'D rather have it return to the deck. There's nothing to recover rfg cards. Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 Many of the cards that I looked at (I didn't read them all) are very well made. The pictures are fitting' date=' and the effects, despite the fact that some are re-makes of current in-game cards, are unique. However, card #99 sort of ruins the entire set with its massive level of broken-ness. Horns of Hell is broken too, but not as bad.[/quote'] Thanks...and for card #99, well some people already complained about it... we need to test that card more.. in TCG there is Sakuretsu Armor that destroy your monster when you attack, and Dimensional Removal that removes it from play... our card returns it back to deck...now , this card is better/worse for your opponent depending on what deck he use...What would u like more, that your Breaker, The Magical Warrior is removed from play, or that he returns to your deck so you can use him again??Note : he is shuffled to deck , not placed at top if you didn't understand I would much rather have it removed from play. You see, getting your card(s) returned to the Deck isn't a good thing, unless you're running Assault Modes. Deck Fattening = bad. Deck fattening isn't that bad. It slows you down, yes, but there are no combos to take advantage of it, so right now it doesn't really matter as much. And besides, I'D rather have it return to the deck. There's nothing to recover rfg cards. Yeah, you're right. D.D.R. - Different Dimension Revival, Escape from the Dark Dimension, and Return from the Different Dimension don't exist. I forgot. Owait.. Link to comment Share on other sites More sharing options...
Nightmarian Posted March 25, 2009 Author Report Share Posted March 25, 2009 Right now, whatever is removed from play, it is dead forever ^^ @Marvel -> what OCG errors did u see?? Set is really big so it might happen we made some mistakes.. We reward anyone that find real OCG errors / broken combos with +1 REP . Link to comment Share on other sites More sharing options...
Adran Posted March 25, 2009 Report Share Posted March 25, 2009 This is CCG ONLY! TCG/OCG cards are all non-existent in this game. Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 This is CCG ONLY! TCG/OCG cards are all non-existent in this game. That doesn't take away from the fact that the card is broken. Link to comment Share on other sites More sharing options...
Adran Posted March 25, 2009 Report Share Posted March 25, 2009 This is CCG ONLY! TCG/OCG cards are all non-existent in this game. That doesn't take away from the fact that the card is broken. I'm not gonna sit here arguing about how the card is not broken when I know its not. Fattening a deck is in NO way overpowered. There are TONS of cards in the TCG that do just that, and not one of them are so much as limited, so obviously they aren't broken, and neither is this. End of discussion. I'm outta here. Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 This is CCG ONLY! TCG/OCG cards are all non-existent in this game. That doesn't take away from the fact that the card is broken. I'm not gonna sit here arguing about how the card is not broken when I know its not. Fattening a deck is in NO way overpowered. There are TONS of cards in the TCG that do just that' date=' and not one of them are so much as limited, so obviously they aren't broken, and neither is this. End of discussion. I'm outta here.[/quote'] The card is a costless, better version of Phoenix Wing Wind Blast. And you sit here trying to tell me it's not overpowered. It's got nothing to do with the fattening, although that does inflict additional "damage" to your opponent. What cards in the TCG return monsters on the field to the Deck without any type of cost? Link to comment Share on other sites More sharing options...
Nightmarian Posted March 25, 2009 Author Report Share Posted March 25, 2009 Set 1 started : http://forum.yugiohcardmaker.net/thread-109605.html Btw, Phoenix Wing Wind Blast returns to top of deck..and this one shuffles to deck..that is big difference!!!You can activate Suicide Blast only when opponents monster attacks, while you can activate Phoenix Wing Wind Blast at any time..another really big difference!!It is more logical to compare Suicide Blast with Sakuretsu Armor and Dimensional Removal... Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 Set 1 started : http://forum.yugiohcardmaker.net/thread-109605.html Btw' date=' Phoenix Wing Wind Blast returns to top of deck..and this one shuffles to deck..that is big difference!!!You can activate Suicide Blast only when opponents monster attacks, while you can activate Phoenix Wing Wind Blast at any time..another really big difference!!It is more logical to compare Suicide Blast with Sakuretsu Armor and Dimensional Removal...[/quote'] Don't get me wrong, this Set is incredible. It's perhaps the best Set I've ever seen on YCM. It's just that there really is no way around the fact that Suicide Blast is broken. Link to comment Share on other sites More sharing options...
Nightmarian Posted March 25, 2009 Author Report Share Posted March 25, 2009 Thanks..^^We will test that card, and give final judgments...hopefully if there will be players interested in playing, broken cards will be noticed much faster... and then we can ban them, delete them, edited them..whatever we want...that is our freedom that Konami doesn't have...All changes in cards will be visible at end of each Set... Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 Thanks..^^We will test that card' date=' and give final judgments...hopefully if there will be players interested in playing, broken cards will be noticed much faster... and then we can ban them, delete them, edited them..whatever we want...that is our freedom that Konami doesn't have...All changes in cards will be visible at end of each Set...[/quote'] I suppose it might be okay at 1, but other than that, I don't think it'll be good for the game. (Your game.) Horns of Hell is broken as well, but I'm sure you know that. Link to comment Share on other sites More sharing options...
Morgan LeFlay Posted March 25, 2009 Report Share Posted March 25, 2009 Well, I guess that's debatable. You have to take into consideration that Special Summons that use the chain (monster reborn, etc in TCG) cannot be negated. It's a bit better version of Horn of Heaven; if it becomes a problem we'll take care of that problem. It's easier to tell if a card is problematic by allowing it larger numbers first rather than limiting it right away. Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 Well' date=' I guess that's debatable. You have to take into consideration that Special Summons that use the chain (monster reborn, etc in TCG) cannot be negated. It's a bit better version of Horn of Heaven; if it becomes a problem we'll take care of that problem. It's easier to tell if a card is problematic by allowing it larger numbers first rather than limiting it right away.[/quote'] Usually, yes, but when one can read the effect of a card and realize that it is broken, you know something should be done. (i.e. Raigeki, Harpie's Feather Duster) See, the thing is, it negates the Summon (any kind of Summon) for a ridiculously low cost that could even be helpful in some ways. (i.e. discard Dandylion, Treeborn Frog, Malicious) Link to comment Share on other sites More sharing options...
Morgan LeFlay Posted March 25, 2009 Report Share Posted March 25, 2009 Dandylion, Treeborn Frog, and Malicious aren't in our game yet. So you can't use that as reasoning as to why it should be banned. And the Special Summon negations are really limited with any card that negates Special Summons. Link to comment Share on other sites More sharing options...
Guest Star Posted March 25, 2009 Report Share Posted March 25, 2009 Dandylion' date=' Treeborn Frog, and Malicious aren't in our game yet. So you can't use that as reasoning as to why it should be banned. And the Special Summon negations are really limited with any card that negates Special Summons.[/quote'] Well, it is YVD, right? That would mean that all of the already existing cards would already be on there. Link to comment Share on other sites More sharing options...
Morgan LeFlay Posted March 25, 2009 Report Share Posted March 25, 2009 Our CCG project is CCG cards only. All TCG cards are not allowed. Link to comment Share on other sites More sharing options...
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