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What Nitton did whilst bored out of his huge genius mind


Umbra

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Including no less than two Synchrons, two Dark Synchros, two Field Spells, a remade Archetype with a 2-card OTK, an Earthbound Immortal, and a few other things.

 

Chain Synchron

DARK

Warrior / Tuner

2 / 1000 / 100

After a Chain has resolved, you can Special Summon this card from your hand. Then, you can add 1 Level 5 monster in your Deck or Graveyard to your hand.

 

Chain Burst

DARK

Machine

5 / 1600 / 1900

If your opponent controls 2 or more monsters, you can Special Summon this card from your hand. This card gains 400 ATK for each monster your opponent controls.

 

Chain Warrior

DARK

Warrior / Synchro

7 / 2700 / 2500

1 Tuner monster + 1 or more non-Tuner monsters.

While this card is face up on the field, when a Chain resolves, destroy cards on the field equal to the amount of Chain Links / 2. You can Tribute 1 monster you control. If you do, this card can attack your opponent directly, until the End Phase.

 

Wicked Lovers

DARK

Fiend

4 / 1800 / 1600

This card can attack twice during the same Battle Phase. During the second attack, you can halve this card's ATK. If you do, the attack becomes a direct attack.

 

Mystic Fortress

Field Spell

You can reveal 1 Level 10 monster in your hand to add this card in your Deck to your hand. While this card is face-up on the field, once per Duel, you can Special Summon 1 Level 10 monster from your hand.

 

Earthbound Immortal - Haraccan

EARTH

Plant

10 / 2500 / 3500

Only 1 "Earthbound Immortal" monster can be face-up on the field. If a Field Spell Card is not face-up on the field, destroy this card. This card cannot be selected as an attack target. This card can attack your opponent directly. During your Standby Phase, increase your Life Points by 1000. When you would take Battle Damage, increase your Life Points by the same amount instead.

 

Reverse Synchron

EARTH

Warrior / Dark Tuner

6 / 2000 / 0

When this card would be used for a Dark Synchro Summon, select any number of monsters you control. Divide their Level by -1.

 

Reverse Warrior

EARTH

Warrior / Dark Synchro

-1 / 3000 / 2500

1 or more non Tuner monsters - "Reverse Synchron"

This card's ATK is always increased by the combined ATK of all Level -1 or lower monsters you control (except "Reverse Warrior").

 

Reverse Warlord

EARTH

Warrior / Dark Synchro

-11 / 4300 / 2900

1 non-Tuner monster - "Reverse Synchron"

Once per turn, you can Tribute 1 Level -1 or lower monster you control (except this card) to inflict damage to your opponent equal to the Tributed monster's Level * this card's Level x 50. You cannot declare an attack during the turn you used this effect.

 

Magical Mist

Field Spell

When a Thunder-type monster attacks, after damage calculation destroy all face-up non-Thunder-type monsters on the field whose ATK is lower than the ATK of the attacking monster, and inflict the difference as Battle Damage to their respective owners.

 

Pandemic Virus

Trap Card

Activate only when a monster you control is attacked and destroyed by battle. Place 1 "Virus Counter" (max. 10) on the attacking monster. While this card is in your Graveyard, during your Standby Phase and End Phase, select 1 monster your opponent controls and place 1 "Virus Counter" on it. During your opponent's Standby Phase and End Phase, decrease the ATK of all monsters with "Virus Counters" on them by 10 percent x the number of "Virus Counters" of their original ATK. If a monster's ATK is reduced to 0 by this card's effect, destroy it and distribute "Virus Counters" on your opponent's side of the field equal to the destroyed monster's Level.

 

Undying Parasite

DARK

Insect / Tuner

2 / 600 / 800

You can Tribute this card to select 1 monster your opponent controls. Change control of the selected monster. The selected monster is also treated as a Tuner monster. If the selected monster is removed from the field, during your next Standby Phase you can Special Summon this card from your Graveyard.

 

Thievery

Equip Spell

When the equipped monster inflicts Battle Damage to your opponent by attacking, you can reduce the damage to 0 and draw 2 cards.

 

Union Golem

EARTH

Machine

8 / ? / ?

This card's ATK/DEF is equal to the combined ATK of all "Union Piece Golem" in your Graveyard. Once per turn, select 1 monster in your Graveyard. The selected monster's name is treated as "Union Piece Golem" while it is in the Graveyard.

 

Union Piece Golem

EARTH

Machine

3 / 900 / 600

When this card is destroyed by battle, inflict 800 damage to the opponent. Then, you can send 1 "Union Piece Golem" in your Deck to the Graveyard to Special Summon 1 "Union Piece Golem" from your hand or Deck. If there are exactly 3 "Union Piece Golem" in your Graveyard, you can remove from play all monsters in your Graveyard (except "Union Piece Golem") to Special Summon 1 "Union Golem" from your hand or Deck.

 

C-C-C-Chainbreaker

Counter Trap

Activate only as Chain Link 4 or higher. Negate the effects of all cards in the Chain (except this card) and destroy them.

 

Necrosis Bomber

DARK

Machine

7 / 2400 / 1800

Thrice per turn, you can remove from play 1 monster in your Graveyard to inflict 800 damage to the opponent.

 

Phantom Beast Horn-Wind

WIND

Beast-Warrior / Tuner

3 / 1500 / 1200

You can return 1 "Phantom Beast Horn-Wind" you control (except this card) to your Deck to Special Summon 2 Level 4 or lower "Phantom Beast" monsters from your Deck, except "Phantom Beast Horn-Wind". They cannot be used for a Synchro Summon, and are destroyed during the End Phase.

 

Phantom Beast Scale-Stone

EARTH

Reptile

5 / 2100 / 800

You can Tribute 1 "Phantom Beast" monster you control to Special Summon this card from your hand.

 

Phantom Beast Wild-Tusk

FIRE

Beast

4 / 1700 / 1200

When this card destroys a monster by battle, return this card to your Deck and Special Summon 1 Level 4 or lower "Phantom Beast" monster from your Deck, except "Phantom Beast Wild-Tusk".

 

Phantom Beast Rage-Claw

WATER

Beast-Warrior

6 / 2500 / 1500

If this card inflicts Battle Damage to your opponent, you can Tribute 1 "Phantom Beast" monster you control to Special Summon 1 Level 4 or lower "Phantom Beast" monster from your Deck.

 

Phantom Beast Fang-Hunt

DARK

Beast / Tuner

2 / 600 / 300

This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent, you can return 1 or more "Phantom Beast" monsters you control (except this card) to your Deck to inflict damage equal to the returned monsters' combined ATK.

 

The Ocean

Field Spell

When this card is activated, destroy all non-WATER cards on the field. Non-WATER monsters cannot be Summoned or Set. WATER monsters you control can attack your opponent directly. Your opponent cannot select WATER monsters you control as an attack target.

 

The Great Escape

Continuous Trap

When a card(s) is removed from play, place 1 Gate Counter on this card for each card removed. At any time, if there are more Gate Counters on this card than the number of cards in your Deck at the start of the Duel, you win the Duel.

 

Magician Crusher

LIGHT

Rock

6 / 800 / 2800

You can remove 2 Spell Counters from your opponent's field to increase this card's ATK by 1000, until the End Phase. If this card attacks a Spellcaster-type monster, destroy that monster before damage calculation. Then, this card can attack once more.

 

Mask of the Unforgiven

Equip Spell

If the equipped monster's attack is negated, inflict 600 damage to your opponent. Once per turn, when the equipped monster attack, you can negate the attack.

 

Emblem of the Unforgiven

Normal Spell

Until the end of your next turn, neither player can declare an attack. If a card is destroyed before the end of your next turn, inflict 600 damage to the owner of the destroyed card.

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Reviews en masse.

 

 

Chain Synchron is good and has that lulzy "hey I'm a tuner with an intended synchro/synchro material so I'll make it easy to get him out" thing going on.

 

Chain Burst is already the name of a Trap Card. D: Its effect is pretty cool, too, comboing into a Special Summon right off of Synchron's recruit in.

 

Chain Warrior is alright. The direct attack effect almost seems like an overshadow to the first. I bet you could handle removing that effect and removing the "/2" part of the first effect, for a delicious "chain = death" effect. That would be obsessively broken to some degree, though.

 

Wicked Lovers is really big for a double attacker. No real reason for that. The 900 direct second attack is optional (and is annoying) but being a 1800 double attacking beatstick is pretty mean.

 

I don't see any secret combos with Mystic Fortress at all. None. I can't think of a single Level 10 monster that needs to be put on the field by a Special Summon, or any reason for this being a Field Spell when you only get to do the effect once per duel, like a Normal Spell Card. Really, you couldn't have made it more obvious except by naming it "Earthbound Immo-Fortress." >_>

 

Earthbound Immortals as a whole are stupidly broken, and this fits the bill. It's not bad for what it is, but what's there to say about it.

 

The Dark Tuner concept is entirely dumb to me, but dividing by -1 to fit the Dark Synchro Summon requirements sounds funny. I don't have much to say about them because I think it's a bad idea, so whatev.

 

Magical Mist is disgusting. Thunder-type monsters need something disgusting, though, because they're god awful in every sense of the word outside of Batterymen, which isn't even really a dedicated Thunder-type Deck.

 

Pandemic Virus is really drawn out, and the 10 percent thing is pretty silly. You realize that the "ATK is reduced to 0 by this card's effect" just means "When a monster has 10 Virus Counters on it, destroy it and distribute Virus Counters..." You don't need quotations around Virus Counter, either.

 

Undying Parasite is nothing but an advantage generator that continuously makes itself available. Really? No drawback to it at all, just a recursive Brain Control that makes the target a Tuner? So much abuse. >_>

 

Thievery + double attacker = let's get this show on the road. I would get incredible laughter out of using this with Ben Kei. It's pretty horridly broken with little effort. The only time I would take battle damage over drawing 2 cards is against a Greed Deck. >_>

 

Union Golem and the pieces are.. interesting. Union Golem stacking on more pieces is interesting, but the fact that he can effectively stack on any one of your in-Grave monsters' ATK/DEF points offers quite a deal of abuse. It's an interesting idea, and could probably have a Deck set around it, so it's not a horrible idea.

 

C-C-C-Chainbreaker is pretty lame. Vanity's Call makes you pay half of your Life Points to do the same thing. Getting to chain 4+ is a pretty rare occurence, but still, undoing everything in the chain all at once for no cost seems a bit too righteous.

 

Necrosis Bomber doing 2400 damage to "the" opponent is pretty crazy, and I want to break something in half when I see "thrice." Remove that, and tag on "up to three times per turn." at the end. =)

 

Phantom Beasts.. sure. Horn-Wind is okay, I don't see some obscenely broken combo since the only Phantom Beast that ever comes to my mind as half-decent is Rock-Lizard, and he can't be brought out with this. Scale-Stone is.. nothing amazing, unless he's the intended non-Tuner to be tuned to Horn-Wind. Gladiator Beast Wild-Tusk is grand, but I still don't see the deal for all this Special Summoning, nothing is standing out as great yet. Phantom Beast Rage-Claw is grand, he doesn't seem to have a way of coming out with all of the other Special Summoners. Oh, hi Fang-Hunt. We finally have a card to seal the deal here. Horn-Wind returns something to your Deck to bring out Wild-Tusk and Fang-Hunt. Tribute Fang-Hunt to Special Summon Rage-Claw. Wild-Tusk kills a monster, returns to Special Summon Fang-Hunt. Rage-Claw swings for damage, then your options are to either swing with Fang-Hunt, or use Rage-Claw's effect to tribute Fang-Hunt for another Horn-Wind, netting you two more Special Summons. Then you have Tuners involved and a whole new door of Synchro Summoning opens on top of that. Pretty intricate for such an underrepresented theme.

 

So, I saw the name "The Ocean" and thought it would be a cool side of support for the Umi theme. Uh, no, it's a completely unfair lockdown card. It's a hilarious joke card, but "Your opponent can still Special Summon non-WATER monsters!" isn't really a legit argument.

 

The Great Escape is just as broken. Multiple easy combos to make this a quick win, if not OTK.

 

Magician Crusher is lols, Spellcasters/Spell Counters really don't need a counter when Counter Cleaner can wreck them in one go. =(

 

Mask of the Unforgiven is silly. 600 damage in replacement of an attack, and punishment to your opponent for doing the same. It's silly, but it's a little tech that is respectable.

 

Emblem of the Unforgiven is okay, it offers some abuse in categories of destruction for either side, so it balances out quite nicely.

 

 

 

 

On the whole, these look pretty nice. 8/10 for what's here.

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Haraccan's name is based on absolutely nothing. However, it itself is based on the Tree.

 

Skyson, thanks. I will do some fixes. The 2-card OTK with Phantom Beasts would be Monster Reborn(or other method of Special Summoning Horn-Wind) + IRS. This gives you 3 Horn-Winds on the field, which can search out 1 Fang-Hunt and 3 Rage-Claws. Attack with all monsters, and spin all of them back to the hand with Fang-Hunt, whilst burning on the way. GG.

 

And I did realize that about Counters; just not soon enough. Will be changed.

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