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The Pure Innocence [8+/???] New Card added


.Requiem

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There are some OCG errors with your cards. I've tried my best to correct them for you.

 

If you control a "Innocence" monster, you can pay 800 Life Points to Special Summon this card from your hand. You can discard 1 card to place 1 Innocence Counter on this card for each "Innocence" monster on the field (max. 3). You can remove 2 Innocence Counters from this card to remove 1 card on the field from play.

 

In combination with 2 Despair's in your Graveyard you can easily get 3 Innocence monsters on your field allowing you to essential wipe your opponent's field provided you have enough cards in your hand to supply the discard cost. I would probably limit this to a once per turn deal but it's relatively low attack and requirement counter/discard requirements may balance it out.

 

If you control a "Innocence" monster, you can pay 800 Life Points to Special Summon this card from your Graveyard. When this card is Summoned, place 1 Innocence Counter on this card for each Spell and Trap Card you control (max. 2). You can remove 2 Innocence Counters from this card to negate the activation of a Spell Card, Trap Card or Effect Monster's effect. If this card is destroyed by battle, you can pay 500 Life Points to place 2 Innocence Counters on a "Innocence" monster you control.

 

This card is overpowered since you can dump 2-3 in your Grave SS all of them in your Main Phase and with 2 set spells or traps gives you the ability to negate 2-3 non-counter traps. However, what makes this card overpowered is that SS ability because it gives you good and consistent Tribute/Synchro fodder. You could Synchro swarm and then SS them back for protection against Spell and Trap cards during your battle phase or place a lock down on your opponent during their turn.

 

This card can only be Normal/Special/Tribute? Summoned by Tributing a "Innocence" monster you control. When this card is Summoned, place 1 Innocence Counter on this card for each "Innocence" monster in your Graveyard (max. 3). Increase this card’s ATK by 1000 for each Innocence Counter on this card. Decrease this card’s ATK by 500 for each card your opponent controls. If the ATK of this card becomes 0 by this effect, remove 1 card on the field from play.

 

Just need to specify whether it's summoning conditions are for a Normal, Special, or Tribute Summon. Typically, that line would be used for a Special Summon but I'll leave that to you for clarification.

 

Overall, a fairly balanced card depending on whether this is a Special Summon or not.

 

Select 1 monster on the field. The selected monster's name is treated as "Innocence - The Slave" and is switched to Defense Position. If your opponent selects a monster you control as an attack target you can switch the attack to the selected monster. If the selected monster is destroyed by battle, remove this card from play and Special Summon 1 "Innocence" monster from your Deck whose Level is equal to the Level of the selected monster.

 

I like the effect of this card but it's pretty overpowered due it's Special Summoning effect. You basically screw 1 of your opponent's monster and if they decide to attack you they have to commit to losing a monster and allow you to SS a monster from your Deck, which could potentially be really bad depending on how many other monsters you make for this theme.

 

Equip only to a "Innocence" monster. Once per turn, you can remove from play 1 "Innocence" monster in your Graveyard to place Armor Counters on this card equal to the Level of the removed from play monster (max. 6). During your End Phase, discard 1 card or remove this card from play. If the equipped monster is selected as an attack target, you can remove 2 Armor Counters from this card to negate the attack. While this card has no Armor Counters negate the activation and effect(s) of a Trap Card.

 

Typically, if you have an upkeep cost for a card you should state what phase you pay that cost so I've reworded the card to reflect that. From what I've interpreted from the last part of the effect it negates the activation and effect of any trap card that gets played while it has no armor counters on it so I've re-worded the card to reflect that.

 

Again, I like this card but that Trap negation effect is a little too potent provided it's equipped to a strong monster.

 

Activate only when a "Innocence" monster you control is destroyed by a Spell or Trap Card. As long as you control this card, both players must pay 500 Life Points to activate a Spell or Trap Card. Each time a Spell or Trap Card is activated, place 1 Seal Counter on this card. Once per turn, you can remove 2 Seal Counters from this card to select 1 face-down Spell or Trap Card. The selected card cannot be played until the 2nd Standby Phase after activation.

 

I'm not sure if the card could select a face-up continuous S/T card and prevent it from activating it's effect. If it can do that then additional rewording is required. Other than that this is a pretty good and balanced card.

 

Overall, the theme is rather interesting but I would like to see a few more cards to properly judge the theme.

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