Nightmarian Posted May 9, 2009 Author Report Share Posted May 9, 2009 Uh, thx..^^ That will make stuff easier to Karl i guess.. Its level 4Crystal DragonDragon Water Level 9 2600/21001 Tuner with Ice Counters + 1 or more non-Tuner monstersWhen card effect is activated, you can Tribute this card with at least 1 Ice Counter to negate that card's activation, effect, and return it to top of owner's Deck. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.) Link to comment Share on other sites More sharing options...
Nightmarian Posted May 9, 2009 Author Report Share Posted May 9, 2009 Spirit Controller of the ForestSpell CardDiscard 2 cards from your hand to Special Summon 1 Level 5 or lower Beast or Beast-Warrior-Type monster from your Deck. - i think it should be discard 1?? cost is too big.. Link to comment Share on other sites More sharing options...
tommers2008 Posted May 9, 2009 Report Share Posted May 9, 2009 I don't think it is Level 5 or lower... 2 cards is right well i think it is Link to comment Share on other sites More sharing options...
Nightmarian Posted May 9, 2009 Author Report Share Posted May 9, 2009 U waste half of your hand =|..its always sucks when card have broken effect and then to "balance" it , it have big cost as well...which in most cases makes card unusable.. Link to comment Share on other sites More sharing options...
tommers2008 Posted May 9, 2009 Report Share Posted May 9, 2009 Fine change it to 1, but i bet this card will cause problems with a 1 card discard... Link to comment Share on other sites More sharing options...
Nightmarian Posted May 9, 2009 Author Report Share Posted May 9, 2009 I know that too lol..like i told, you broken card + too big cost = unusable any way u turn it..Meh, i am thinking its conditions and cost for activation will needed to be changed completely..One example:Spirit Controller of the ForestTrap CardYou can activate this card when Beast-Type monster on your side of the field is destroyed as result of battle (or card effect maybe). Special Summon 1 Level 5 or less Beast-Type monster from your Deck. -obv, same could be done with Beast-Warrior Type Tell me what u think..also, no one commented Crystal Dragon..and Ice Counter theme as well Link to comment Share on other sites More sharing options...
tommers2008 Posted May 9, 2009 Report Share Posted May 9, 2009 No change... It got voted in the way it is... Look im sorry but stop changing all my entries, they got voted in the way they were not with your changes, now i agree if a card is broke it needs to be fixed... But this isn't broke, nor is playboard knight, don't take this wrong way but it seems likeyou want to add your own little bit to all the cards or something.. Link to comment Share on other sites More sharing options...
Nightmarian Posted May 9, 2009 Author Report Share Posted May 9, 2009 Actually, that card is broken with discard 1 and bad with discard 2..that is only reason..unbalanced cards are not only ones that are too strong but, ones that are weak as well... k? Link to comment Share on other sites More sharing options...
tommers2008 Posted May 9, 2009 Report Share Posted May 9, 2009 The card is fine as it is, it wouldn't have been voted in if it was bad... I don't like the change you made, it isn't the same card, we had this discussion before.. The card is fine as it is... Link to comment Share on other sites More sharing options...
fortycal86 Posted May 10, 2009 Report Share Posted May 10, 2009 Hear is all the monsters in YVD format. [spoiler=Normal Monsters]|Zephyr Angel|xx|CCG1|Fairy|Light|5||2500|2100|This angel sweeps through the clouds at high speeds and dazzles opponents with its rainbow colored wings.||Spark Dragon|xx|CCG1|Dragon|Light|2||900|3000|A weak dragon that can absorb the energy of any attack to defend itself.||Eclipse Dragon of the Sacred Kingdom|xx|CCG1|Dragon|Light|7||2400|2100|Some say that when this dragon unleashes its true power, the heat around it rivals the sun and the winds from its wingbeat is more powerful than even the strongest of hurricanes. Others state at they have even seen the dragon transform upon being wounded and unleash the fury of the sun.| [spoiler=Effect Monsters]|Card Blaster|xx|CCG1|Machine/Effect|Fire|3||500|1000|Once per turn, you can send up to 3 cards from the top of your Deck to the Graveyard to inflict 400 damage to your opponent for each FIRE monster sent in this way. This card gains 500 ATK for each FIRE monster on your side of the field. When this card on your side of the field is destroyed and sent to your Graveyard, you can draw 1 card.||Cyclone Dragon|xx|CCG1|Dragon/Effect|Wind|4||1700|800|If there is a face up Dragon-Type monster on your side of the field you can discard this card from your hand to destroy 1 Spell or Trap Card on the field. During your Main Phase, you can return this card from the field to it's owner's hand.||Book of Countercurses|xx|CCG1|Spellcaster/Effect|Wind|4||0|2000|When this card is normal summoned, place it on the field in face-up defense position. Tribute this face-up card to negate the special summoning of a monster and remove it from play.||Darksteel Knight|xx|CCG1|Warrior/Effect|Dark|3||1550|1700|Negate effects of all Synchro monsters on the field. Any Synchro Monster that battles with this card is destroyed at start of Damage Step.||Spear Headed|xx|CCG1|Fairy/Effect|Dark|4||1700|1900|Change the type or attribute of 1 monster on the field. You can only activate this effect once per turn.||Inferno Scarecrow|xx|CCG1|Plant/Effect|Fire|1||0|0|During your Main Phase 1, you can return this face-up card to your hand. When your opponent attacks a FIRE monster you control, you can discard this card to inflict damage to your opponent by half the original ATK of the attacking monster. Then, send 2 cards from the top of your Deck to the Graveyard.||Tribe Infecting Bacteria|xx|CCG1|Aqua/Effect|Water|4||1600|1500|Once per turn, you can remove from play 1 monster in your Graveyard, and discard 1 card. Destroy all face-up monsters on the field with the same Type as Type of removed monster.||Necromaniac|xx|CCG1|Zombie/Effect|Earth|4||1500|1800|When this card is destroyed as result of battle, and sent to the Graveyard, you can Special Summon 1 Zombie-Type monster except "Necromaniac" from your Graveyard with ATK 2000 or less.||Warrior of the Shadows|xx|CCG1|Warrior/Effect|Dark|4||1700|1150|As long as this card remains face-up on the field, negate the effects of all Flip Effect Monsters your opponent controls.||Crystal Crusher|xx|CCG1|Beast-Warrior/Effect|Earth|4||1800|1700|Any monster with Ice Counters on it that battles with this card is destroyed without applying damage calculations. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Snow Giant|xx|CCG1|Zombie/Effect|Earth|4||1600|1800|Once per turn, you can select 1 face-up monster and place 2 Ice Counters on it. This card gains DEF by number of Ice Counters on the field x200. (Monsters with Ice Counter on them cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Kateshia|xx|CCG1|Spellcaster/Effect|Fire|3||1600|1300|Once per turn, you can remove all Ice Counters from 1 face-up monster to lower that monster's ATK by 400, and inflict 300 damage to your opponent, for each Ice Counter removed. When Ice Counter(s) is placed on this card, you can place them on other face-up monster instead. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Sacred Diablo's Traitor of Darkness|xx|CCG1|Fairy/Effect|Light|3||1600|900|When this card is Summoned, you can send 1 "Diablo" monster from your Deck to the Graveyard.||Diablo's Prince of Knightmare|xx|CCG1|Fiend/Effect|Wind|3||1500|1200|Once per turn, you can activate 1 of the following effects : •Discard 1 "Diablo" monster. Draw 1 card. •Return 1 monster from the top of your Graveyard to your Deck. Negate the attack of 1 of your opponent's monsters.||Diablo's Crush Virus Infiltrator|xx|CCG1|Zombie/Effect|Dark|2||800|800|During Damage Calculation, increase this card's ATK by an amount equal to the half ATK of a monster that is on top of your Graveyard. While this card is on top of your Graveyard, you can remove it from play. Until the end of this turn, any monster with 1500 ATK or more that battles with a "Diablo" monster is destroyed at the end of the Damage Step.||Diablo's Soldier of Crimsonpolis|xx|CCG1|Warrior/Effect|Earth|4||1800|1400|By discarding this card, you can select 1 "Dark Cathedral" from your Deck, and add it to your hand. While this card is on top of your Graveyard, you can remove this card from play during any Player's turn to increase ATK of all "Diablo" monsters on the field by 500.||Diablo's Soul Ruler|xx|CCG1|Spellcaster/Effect|Water|3||1000|1000|This card gains the effect(s) and name of the card that is on the top of your Graveyard. While this card is on top of your Graveyard, you can remove this card from play and select 1 "Diablo" monster you control. Until the End Phase, that monster is treated as a Tuner.| [spoiler=Flip Effect Monsters]|Magical Grasshopper|xx|CCG1|Insect/Effect|Wind|1||100|300|FLIP: See the top card on your deck. If it is a spell card, you can add it to your hand, or activate it's effect immediately. If not, you may shuffle your deck.||Cobra Soldier|xx|CCG1|Reptile/Effect|Earth|2||600|600|FLIP: Remove from play 1 monster on the field.| [spoiler=Tuner Monsters]|Avanlanche Goblin|xx|CCG1|Fiend/Tuner/Effect|Water|1||400|400|When this card is Summoned, you can switch 1 face-up monster on the field to Defense Position. This cards Level increases by 1 for each Ice Counter on that monster. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Obsessed Artist|xx|CCG1|Spellcaster/Tuner/Effect|Light|3||200|1600|Whenever a monster is normal summoned, special summon 1 "Portrait token" (Rock/LIGHT/lv1/0/0) to your side of the field. These tokens cannot be tributed for a tribute summon.||Ambushing Troops|xx|CCG1|Warrior/Tuner/Effect|Earth|3||1000|1000|You may Special Summon this card from your hand when your opponent Special Summons a monster with 2000 or less attack.||Prototype Destructor|xx|CCG1|Machine/Tuner/Effect|Light|2||800|600|Once per turn, you can pay 500 points to increase this cards Level by 1 and increase its ATK by 400. Pay 1000 points to destroy all face-up monsters on the field with a lower Level then this card. If you activate this effect this card is returned to its original Level and ATK.| [spoiler=Union Monsters]|Parasitic Code - Anti-Spam|xx|CCG1|Insect/Union/Effect|Wind|1||0|0|Once per turn, if you control this monster on the field, you can equip it to a face-up Wind monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect: - Your opponent can only activate 1 Spell/Trap card per turn. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)||Parasitic Code - Anti-Malicious|xx|CCG1|Insect/Union/Effect|Light|1||0|0|Once per turn, if you control this monster on the field, you can equip it to a face-up Light monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect: Your opponent can only set 1 card per turn. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)||Crazy Cupid|xx|CCG1|Insect/Fairy/Effect|Light|2||700|300|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, when equipped monster destroys monster as result of battle, you can draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed by battle, destroy this card instead.)| [spoiler=Gemini Monsters]|Diablo's Resurrector of Dark Hopes|xx|CCG1|Zombie/Gemini/Effect|Wind|4||1400|1100|This card is treated as a Normal Monster while face-up on 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: •Once per turn, you can Special Summon 1 "Diablo" monster from the top of your Graveyard. When this card is removed from the field, destroy all monsters Summoned with this card effect.||Effigy of Mirrors|xx|CCG1|Rock/Gemini/Effect|Earth|3||0|2200|This card is treated as a Normal Monser while face-up on 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: The ATK of all face-up monsters becomes equal to their DEF.||Evolving Fossil|xx|CCG1|Dinosaur/Gemini/Effect|Earth|4||1600|900|This card is treated as a Normal Monster while face-up on 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: 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). Remove from play Fusion-Material Monsters you control, including this card, to Fusion Summon 1 Fusion Monster from your Extra Deck.| [spoiler=Spirit Monsters]|Cold Enchanter|xx|CCG1|Spellcaster/Spirit/Effect|Water|3||800|1000|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. Once per turn, you can Tribute 1 monster with Ice Counter(s) to Special Summon 1 monster from your Graveyard with Level equal to or less then Level of Tributed monster + number of Ice Counter(s) that was on that monster. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Nightqueen Catalina, Watcher of Crystal Palace|xx|CCG1|Spellcaster/Spirit/Effect|Earth|2||1100|600|This card returns to the owner's hand during the End Phase of the turn that this card is Summoned or flipped face-up. When this card is Summoned, you can distribute 2 Ice Counters on face-up monsters on the field. When monster with Ice Counters is attacked, you can discard this card to increase its ATK by 500, during Damage Step, for each Ice Counter on it. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Akuma|xx|CCG1|Fairy/Spirit/Effect|Dark|4||1600|1300|This card cannot be special summoned. This card returns to the owners hand during the end phase of the turn this card is normal summoned or flipped face-up. When this card inflicts battle damage to your opponents life points, you can remove from play up to 3 cards from either player's graveyard.||Shishi Hunter|xx|CCG1|Beast-Warrior/Spirit/Effect|Earth|4||1700|900|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. This card can attack twice per turn. When this card attacks, Trap cards cannot be activated.||Inari|xx|CCG1|Spellcaster/Spirit/Effect|Light|4||1400|1100|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, Special Summon 2 Kitsune Tokens (Beast-type, FIRE, level 1, 300 ATK, 200 DEF). This tokens cannot be tributed except for the tribute summon of a Spirit monster.||Byakko the White Tiger|xx|CCG1|Beast/Spirit/Effect|Light|4||2000|800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If you have received no damage since your last turn when this card is Normal Summoned, you may Normal Summon 1 Spirit Monster from your hand. When this card battles a monster, this card inflicts no battle damage. When this card attacks a player directly, the battle damage this card inflicts is halved.| [spoiler=Level 5 or Higher Effect Monsters]|Dark Angel – Gilomesh|xx|CCG1|Fairy/Effect|Dark|5||1700|1000|This card can be Special Summoned from your hand by removing 1 Trap from your graveyard. Whenever a Counter Trap is activated Special Summon 1 “Martyr Token” (2/Fairy/Dark/1000/1000).||Leo|xx|CCG1|Beast-Warrior/Effect|Dark|5||2000|600|When this card destroys a monster by battle, it may attack 1 monster that is adjacent to the destroyed monster, OR destroy 1 Spell or Trap card in the same column as the destroyed monster.||Fiber Dragon|xx|CCG1|Plant/Effect|Earth|5||2100|1600|This card is also treated as a Dragon-Type monster. When there is a face up EARTH monster on your side of the field, you can pay 1000 Life Points to Special Summon this card from your hand. If an EARTH monster is Released for the Advanced Summon of this card, draw 1 card from your Deck. If you draw a EARTH monster with this cards effect you can show it to your opponent to draw 1 more card. This card cannot be Special Summoned from your hand if there is a face up "Fiber Dragon" on your side of the field.||Diablo's Infernal Gatekeeper|xx|CCG1|Pyro/Effect|Fire|6||2200|1900|If you do not control any monsters, and your opponent does, by discarding 1 card you can Special Summon this card from your hand. While this card is on the top of your Graveyard, when your monster destroys an opponent's monster inflict 500 points of damage to your opponent's Life Points.||Merciful Deity|xx|CCG1|Fairy/Effect|Light|6||2200|1800|Once per turn, you can Special Summon a Level 4 or lower monster that was destroyed by battle with this card from your opponent's Graveyard to your side of the field. Monsters Special Summoned by this effect cannot attack.||Eternal Ruler Neuro|xx|CCG1|Psychic/Effect|Wind|6||2350|1700|When this card is Tribute Summoned, treat the Tributed monster as an Equip Card and equip it to this monster. This card gains the effect(s) of the equipped card. This card's ATK cannot be changed by its own effect.||Death Calibur Venom|xx|CCG1|Reptile/Effect|Dark|6||2400|2000|When card effect is activated Release this card to negate that card activation and effect and destroy it (this is not optional). When you use this effect by sending 1 Reptile-Type monster from your hand to Graveyard you can Special Summon this card to your side of the field during this Turn End Phase.||Thunder Avenger|xx|CCG1|Thunder/Effect|Wind|6||2100|1400|When your opponent attacks, you can remove from play 1 Thunder-Type monster in your Graveyard to Special Summon this card from your hand, and redirect the attack to this card.||Trojan Moth|xx|CCG1|Insect/Effect|Dark|8||2700|2100|Once per turn, inflict 300 damage to your opponent for every other Insect-Type monster on the field. If this card destroys an opponents monster by battle, you can Special Summon 1 "Moth Token" (Insect-Type/DARK/Level 1/ATK 500/DEF 500) in Defense Position. If this card is destroyed by battle, destroy 1 card your opponent controls for every face-up Insect-Type monster you control.||Diablo's Ruler of Apocalypse|xx|CCG1|Fiend/Effect|Dark|8||2600|2000|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except from your hand and only if the top 3 cards of your Graveyard are all "Diablo" monsters. Once per turn, you can send 1 "Diablo" monster you control to the Graveyard to destroy 1 card on the field. While this card is on top of your Graveyard, you can return any "Diablo" monster that would be sent to the Graveyard to its owner's Deck instead. After this effect has been used 3 times, remove this card from play, then destroy all cards on the field.||Shadow Necrofear|xx|CCG1|Fiend/Effect|Dark|8||2200|2800|This card cannot be Normal Summoned or Set. This cannot cannot be Special Summoned except by its own effect. You can Set this card in your Spell/Trap zone and threat this card as Trap. When your opponents monster attacks, you can pay half of your Life Points to activate this card in your Spell/Trap zone, and Special Summon it to your side of the field. Once per turn, you can discard 1 card to take control of 1 face-up opponent monster with same Level as discarded monster, until End Phase. If you use this effect this card cannot attack during this turn.||Glacial Spectre|xx|CCG1|Fiend/Effect|Water|10||2700|1400|You can Special Summon this card by removing 1 Ice Counter from monster(s) that have total Level equal to Level of this card. When this card is Summoned place 1 Ice Counter on all face-up monsters on the field except this card. When monster is Summoned, place 1 Ice Counter on that monster. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)|[spoiler=Fusion Monsters]|Playboard Knight|xx|CCG1|Warrior/Fusion/Effect|Dark|7||2100|2400|1 Warrior-Type monster + 1 DARK monster This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can change the Battle Position of 1 monster on the field.(Any Flip Effects are negated.) If this card is selected as an attack target you can reveal 2 face-down cards you control to negate the attack. When this card is destroyed and sent to the Graveyard, change the Battle Positions of every monster on the field (Flip Effects are negated) and they cannot change their positions for 3 turns.||High-Voltage Lynx|xx|CCG1|Thunder/Fusion/Effect|Light|6||2000|1200|Voltage Blaster + Electro Lynx Once per turn you can Special Summon 1 Thunder-Type monster from your hand. While you control 2 or more Thunder-Type monsters, this card can attack your opponent's Life Points directly. If you do, the Battle Damage inflicted to your opponent's Life Points is halved. When this card is selected as an attack target, you can return this card to your Extra Deck to negate the attack. If you negate an attack this way, Special Summon this card from your Extra Deck during the End Phase.||Voltage Reactor|xx|CCG1|Thunder/Fusion/Effect|Light|8||2700|2000|Voltage Blaster + Voltage Blaster + Voltage Blaster This card can only be Fusion Summoned. This card can only be Special Summoned from your Fusion Deck, by returning the above cards you control to the Deck. Increase this card ATK by 100 for each Thunder-Type monster in both Player's Graveyard. When card effect is activated, you can remove this card from play. If you use this effect, Special Summon this card to your side of the field during this turn End Phase.||Molten Golem|xx|CCG1|Rock/Fusion/Effect|Fire|8||2900|2000|1 EARTH Monster + 1 FIRE Monster Once per turn you can switch this face up attack position monster to face up defense position to destroy 1 monster your opponent controls and inflict damage equal to that monsters Level x 100. If you activate this effect, this card's battle position cannot be changed until the end of your next turn, except with a card effect.| [spoiler=Ritual Monsters]|Master of Hypnosis|xx|CCG1|Spellcaster/Ritual/Effect|Dark|8||2500|2400|Once per turn you can discard 1 monster from you hand to take control of 1 monster on your opponents side of the field equal to or less then the attack of the monster discarded until the End Phase.||Cameo, Sealer of Black Magic|xx|CCG1|Spellcaster/Ritual/Effect|Light|5||2200|1800|This card can be Summoned only by Ritual Summon. Spell cards cannot be activated, and their effects are negated.||Dark-Eyes Crimson Phoenix|xx|CCG1|Winged Beast/Ritual/Effect|Fire|8||2500|2300|This card can be Summoned only by Ritual Summon. When this card is Summoned, inflict Damage to both Players equal to number of cards on the field, and in both Player's hand x200. When this card is destroyed, you can Special Summon it during your End Phase by discarding any number of cards in your hand. For each card discarded this way, inflict additional 400 Damage to your opponent's Life Points.| [spoiler=Synchro Monsters]|Plasmatrode|xx|CCG1|Thunder/Synchro/Effect|Light|4||1000|2100|1 Tuner monster + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can Special Summon up to 2 "Plasma Snail" Tokens ( Thunder Light Level 1 500/500) to your side of the field. "Plasma Snail" Tokens can attack your opponent's Life Points directly. They cannot be selected as attack target while this card remains face-up on the field.||Dragon of Life - Dawn|xx|CCG1|Dragon/Synchro/Effect|Light|8||2600|2000|1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can Special Summon 1 non-Tuner Level 2 or lower monster from your Graveyard. As long as this card remains face-up on the field, Level 2 or lower monsters cannot be attacked or destroyed by card effects.||Sky Palace Dragon|xx|CCG1|Dragon/Synchro/Effect|Light|8||2400|2200|1 Tuner + 1 or more non-Tuner monsters This card can attack your opponent directly if you control a face-up Field Spell while you have no other monsters on your side of the field.||Chrismodia, Queen of Order|xx|CCG1|Fairy/Synchro/Effect|Light|8||2700|2200|1 Tuner monster + 1 or more non-Tuner monsters This card can attack your opponent ignoring any card effect on his/her side of the field.||Crystal Dragon|xx|CCG1|Dragon/Synchro/Effect|Water|9||2600|2100|1 Tuner with Ice Counters + 1 or more non-Tuner monsters Once while this card is face-up on the field, when card effect is activated, you can remove 1 Ice Counter from the field and switch this card to Defense Position to negate that card activation, effect and return it to top of owner's Deck. Then, place 1 Ice Counter on 1 face-up monster on the field. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)| Link to comment Share on other sites More sharing options...
tommers2008 Posted May 10, 2009 Report Share Posted May 10, 2009 You forgot to add 2 signs for the fusions and level 5 effect monsters, but good job fortycal it will be easier to finish the cards now... When will we be rewording the cards i suggest doing that now because the effects may make more sense, be easier to balance e.t.c if they are worded correctly... I will do a small few now |Book of Countercurses|xx|CCG1|Spellcaster/Effect|Wind|4||0|2000|When this card is Normal Summoned, it is changed to Defense Position. You can Tribute this face-up card to negate the Special Summoning of a monster and remove it from play.| |Darksteel Knight|xx|CCG1|Warrior/Effect|Dark|3||1550|1700|Negate the effects of all Synchro Monsters on the field. Any Synchro Monster that battles with this card is destroyed at start of Damage Step.| |Spear Headed|xx|CCG1|Fairy/Effect|Dark|4||1700|1900|Once per turn, you can change the Attribute or Type of 1 face-up monster.| |Necromaniac|xx|CCG1|Zombie/Effect|Earth|4||1500|1800|When this card is destroyed by battle, and sent to the Graveyard, you can Special Summon 1 Zombie-Type monster except "Necromaniac" from your Graveyard with ATK 2000 or less.| |Obsessed Artist|xx|CCG1|Spellcaster/Tuner/Effect|Light|3||200|1600|Whenever a monster is Normal Summoned, you can Special Summon 1 "Portrait Token" (Rock-Type/LIGHT/lv1/ATK 0/DEF 0) to your side of the field. These tokens cannot be Tributed for a Tribute Summon.| Link to comment Share on other sites More sharing options...
Freezyefc Posted May 10, 2009 Report Share Posted May 10, 2009 For prudent investment "how about discard 1 card from hand to activate this card"? Since it is an investment.. :) As for sudden eclipse if you want you can pick the next highest-voted card (dunno wat i was thinking with that card anyway :P) Also, regarding the post you made (post #20):Forest of fear - maybe just traps?Gemini galaxy - you missed out "when there are no more counters on this card it is destroyed", the added effect is good though Link to comment Share on other sites More sharing options...
Nightmarian Posted May 10, 2009 Author Report Share Posted May 10, 2009 Rewording will be done when re-balancing will be done..all cards Forty put in yvd format are old versions...in other way it would be twice more job and that is not needed...Karl will do it once..Fortycal, thx, 3 reps to u ^^ @Freezyefc - nice suggestions ;)..your fix for Prudent Investment solves everything @tommers - thx, but like i told wait a little until all cards are in final version ;) Link to comment Share on other sites More sharing options...
fortycal86 Posted May 10, 2009 Report Share Posted May 10, 2009 I will get the Spell and Traps done hopefully by today. Link to comment Share on other sites More sharing options...
tommers2008 Posted May 10, 2009 Report Share Posted May 10, 2009 You would want to make up your mind, you ask for help then when someone does something, their is something wrong with it... ding ding ding ring any bells.... What 6 cards made it in... Link to comment Share on other sites More sharing options...
fortycal86 Posted May 10, 2009 Report Share Posted May 10, 2009 Yea how is that twice as much work? All Karl has to do now is add numbers and just replace the ones that have been changed. Link to comment Share on other sites More sharing options...
fortycal86 Posted May 11, 2009 Report Share Posted May 11, 2009 Hear are the Spell and Trap Cards in YVD format. [spoiler=Normal Spells]|Pact with Ice Gods|xx|CCG1|Spell Card|Spell|||||Remove from play 1 face-up monster on your side of the field with Ice Counters on it. Draw 2 cards, and inflict Damage to your opponent for each Ice Counter that was on removed monster x300. During this turn, place 1 Ice Counter on any monster that you Summon. ( Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Diablo Contract|xx|CCG1|Spell Card|Spell|||||Pay 1000 Life Points. Destroy 1 "Diablo" monster you control to take control of 1 opponent's monster. During this turn End Phase, return control of that monster to your opponent. Then, you can Special Summon 1 "Diablo" monster from the top of your Graveyard.||Spirit Reclamation|xx|CCG1|Spell Card|Spell|||||Select 5 "Diablo" monsters that are removed from play, and return them to your Deck. Draw 2 cards, then send 1 card from your hand to the Graveyard.||Spirit Controller of the Forest|xx|CCG1|Spell Card|Spell|||||Discard 2 cards from your hand to Special Summon 1 Level 5 or lower Beast or Beast-Warrior-Type monster from your Deck.||Dismissal|xx|CCG1|Spell Card|Spell|||||Return 1 Normal Monster from your hand to your Deck, and roll 1 six-sided die. Pick up cards from the top of your Deck and if a monster exists with a Level equal to or less than the returned monster, select 1 of those monster(s) and Special Summon it. Return the remaining cards to the Deck.||Recharge|xx|CCG1|Spell Card|Spell|||||Discard 1 card. Select 2 Thunder-Type monsters in your Graveyard, and add them to your hand.||Pot of Insurance|xx|CCG1|Spell Card|Spell|||||Select 1 monster on your side of the field. If is not destroyed as a result of battle this turn and is destroyed before your next standby phase, draw 2 cards.||Forbode the Ritual|xx|CCG1|Spell Card|Spell|||||Return 1 Ritual Monster from your hand to your Deck. Draw 2 cards.||Symbiotic Relationship|xx|CCG1|Spell Card|Spell|||||Discard 1 card from your hand. Select 1 Union monster from your hand/deck/graveyard, then equip it to 1 appropriate monster you control.| [spoiler=Ritual Spells]|Lucky Charm Ritual|xx|CCG1|Spell Card|Spell||Ritual|||Add 1 ritual monster in your deck to your hand. This card remains on the field face-up. During your second standby phase after this cards activation, ritual summon the ritual monster in your hand. If you cannot, send the ritual monster to the graveyard.| [spoiler=Field Spells]|Endless Winter|xx|CCG1|Spell Card|Spell||Field|||During each Standby Phase turn Player distributes 2 Ice Counters on 2 different face-up monsters on the field. If monster have number of Ice Counters equal to or more then their Level, it is destroyed. ( Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Dark Cathedral|xx|CCG1|Spell Card|Spell||Field|||Once per turn, you can select 1 card in your Graveyard, and move it to top of your Graveyard. While this card is on top of your Graveyard, when a "Diablo" monster would be destroyed, you can remove this card from play instead.||Dimension of Despair|xx|CCG1|Spell Card|Spell||Field|||Increase the ATK of all DARK monsters for every monster removed from play x 100. Whenever a DARK monster is sent to the Graveyard, you can remove it from play instead. When a DARK monster destroys an opponents monster by battle, you can remove that monster from play instead of sending it to the Graveyard.||Death's Reign|xx|CCG1|Spell Card|Spell||Field|||Increase the ATK of all face-up DARK monsters by 500 ATK. All cards removed from the field is removed from play instead except for DARK Monster Cards.||Forest of Fear|xx|CCG1|Spell Card|Spell||Field|||Increase the ATK of all EARTH monsters by 300. When a EARTH monster attacks a Defense Position monster whose DEF is lower than the ATK of the attacking card, inflict the difference as Battle Damage to your opponent. If a EARTH monster attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.||Tornado Zone|xx|CCG1|Spell Card|Spell||Field|||Increase ATK of all WIND monsters on the field by number of empty opponent's Spell/Trap zones x100. When WIND monster is Normal Summoned, you can return 1 Spell or Trap on the field to its owner's hand.||Blazing Grasslands|xx|CCG1|Spell Card|Spell||Field|||Increase ATK and DEF of all FIRE monsters on the field by 300. When FIRE monster is Summoned, inflict 500 Damage to its controller opponent.||Sunken Ship|xx|CCG1|Spell Card|Spell||Field|||Increase the ATK and DEF of all WATER monsters by 300. Decrease the Level of all WATER monsters in the Hand, Field or graveyard by 1. If a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster.||Lost Eden|xx|CCG1|Spell Card|Spell||Field|||Increase ATK of all LIGHT monsters on the field by 200. When LIGHT monster is Summoned, increase Life Points of its owner equal to the Level of Summoned monster x200.||Gemini Galaxy|xx|CCG1|Spell Card|Spell||Field|||When this card is successfully activated, place 3 counters on this card. Whenever a player summons a Gemini monster, they can remove a counter from this card. That monster is treated as an Effect Monster, and gain its effect. If there are no more counters on this card, destroy this card.||Minefield-Ridden Desert|xx|CCG1|Spell Card|Spell||Field|||Whenever a monster declares an attack, it's controller flips a coin. If the result is tails, that monster is destroyed at the end of the Damage Step.| [spoiler=Equip Spells]|Common Revival|xx|CCG1|Spell Card|Spell||Equip|||Pay 800 Life Points. Special Summon 1 Normal Monster from your Graveyard and equip it with this card. If monster equipped with this card is removed from field , this card is destroyed. If this card is removed from the field , destroy the equipped monster.||Demonic Excalibur|xx|CCG1|Spell Card|Spell||Equip|||A "Diablo" monster equipped with this card gains 300 ATK for each "Diablo" monster on the field. While this card is on top of your Graveyard, you can equip it to a face-up "Diablo" monster you control.||Diamond Dagger|xx|CCG1|Spell Card|Spell||Equip|||The equipped monster gains 200 ATK and DEF for each card in your hand.||Archfiend Blade|xx|CCG1|Spell Card|Spell||Equip|||The equip card gains 1000 attack. When this card is sent to the graveyard you may tribute 1 monster you control to return this card and one other Equip Spell from your graveyard to your hand.| [spoiler=Quick Play Spells]|Blizzard|xx|CCG1|Spell Card|Spell||Quick-Play|||Place 2 Ice Counters on 1 face-up monster on the field. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Collapse|xx|CCG1|Spell Card|Spell||Quick-Play|||ATK of 1 face-up monster becomes equal to its original DEF, and DEF of that monster becomes equal to its original ATK until this turn End Phase.||Omega Rage|xx|CCG1|Spell Card|Spell||Quick-Play|||Increase ATK of 1 face-up monster on the field by 1000 until this turn End Phase.| [spoiler=Continuous Spells]|Freezer|xx|CCG1|Spell Card|Spell||Continuous|||When monster is Summoned place on it 1 Ice Counter. WATER monsters with Ice Counters cannot be destroyed as result of battle. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Glacial Tower|xx|CCG1|Spell Card|Spell||Continuous|||Ice Counters from monsters that are in same column as this card cannot be removed by any card effect. During your End Phase place 1 Ice Counter on all face-up monsters in same column as this card. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Diablo's Cross|xx|CCG1|Spell Card|Spell||Continuous|||When card(s) are sent to the Graveyard, you can remove them from play by revealing 1 "Diablo" monster in your hand. You cannot reveal same monster during same turn. When "Diablo" monster is removed from play by this card effect, you can place 1 Doom Counter on this card. When there are 2 Doom Counters on this card, send this card to the Graveyard, and return all "Diablo" monsters removed from play by this card effect to your Graveyard. Then, destroy 1 card on the field.||Corpse Shield|xx|CCG1|Spell Card|Spell||Continuous|||Once per turn, you can remove from play 1 Zombie-Type monster in your Graveyard to negate opponents attack.||Prudent Investment|xx|CCG1|Spell Card|Spell||Continuous|||At the end of your opponent's 2nd turn, if this card is not destroyed, send this card to the graveyard. Draw 2 cards from your deck. You can only have 1 "Prudent Investment" on the field.||The 8th Wonder of the World|xx|CCG1|Spell Card|Spell||Continuous|||Once per Turn you can remove from play 1 Continuous Trap card in your Graveyard. This card gain that card effect until your next Standby Phase.||Gear Factory|xx|CCG1|Spell Card|Spell||Continuous|||Once per turn, you can activate one of the following effects: • Discard 1 monster with 500 or less ATK. Draw 1 card. • Pay 800 Life Points. Return up to 3 monsters with 500 or less ATK from your Graveyard to your Deck.||Tax of Darkness|xx|CCG1|Spell Card|Spell||Continuous|||A Player cannot declare an attack with a monster unless they pay Life Points equal to its Level x 100.| [spoiler=Normal Traps]|Frozen Wave|xx|CCG1|Trap Card|Trap|||||Activate when your opponent's monster attacks. Place 1 Ice Counter on each face-up monster your opponent controls. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Infernal Suffering|xx|CCG1|Trap Card|Trap|||||Activate while a "Diablo" monster is on top of your Graveyard. Both players take damage equal to half of that monster's ATK.||Subjugate|xx|CCG1|Trap Card|Trap|||||Pay 1000 life points. Take control of 1 face-down monster on the field until the end of the turn.||Rejection|xx|CCG1|Trap Card|Trap|||||Discard 1 monster. Select 1 face-up monster on the field. It loses ATK equal to half the ATK of the discarded monster until the end of the turn. During the End Phase, if that monster is still face-up on the field, gain Life Points equal to half of its ATK.||Sudden Eclipse!!|xx|CCG1|Trap Card|Trap|||||Activate only during the start of your opponent's Main Phase 1 while you control a Dark monster(s). Your opponent cannot summon this turn.||Cyclone of Lost Hopes|xx|CCG1|Trap Card|Trap|||||Discard 1 WIND monster. Return 1 card on the field to top of its owner Deck.||Clear Sight|xx|CCG1|Trap Card|Trap|||||Tribute 1 WATER monster. Look at all cards on opponents side of the field and in opponents hand and for next 3 turns every card opponent draw. Your opponent cannot use card(s) during turn he/she draws them, or adds them to his/her respective hand.||Huge Tsunami!!|xx|CCG1|Trap Card|Trap|||||Activate only at the start of your opponent's Main Phase 1 while you control a Water monster(s). Your opponent can only activate 1 Spell/Trap card this turn.||Cursed Moonlight|xx|CCG1|Trap Card|Trap|||||Special summon 1 Level 4 or lower zombie-type monster from your graveyard.||Rinse, Reuse, Recycle|xx|CCG1|Trap Card|Trap|||||This card can only be activated when you have exactly 2 cards in your hand. Draw 2 cards and add 2 cards to your hand from the Graveyard, shuffle the cards up then randomly discard 2 cards to the Graveyard and randomly select 2 cards to add to the Deck. The Deck is then shuffled.||Force Field|xx|CCG1|Trap Card|Trap|||||Activate only when your opponents monster attacks you directly. Destroy that monster, then draw 1 card.| [spoiler=Counter Traps]|El Diablo|xx|CCG1|Trap Card|Trap||Counter|||Negate the activation and effect of a card that is same Type as Type of card that is on top of your Graveyard and destroy it.||Vanishing Light|xx|CCG1|Trap Card|Trap||Counter|||Discard 1 LIGHT monster. Negate the effect and activation of a Spell or Trap card and remove that card from play. Your opponent(s) cannot activate cards with the same name as that card.||Rejection of Nature|xx|CCG1|Trap Card|Trap||Counter|||Activate only if you control a face-up Field Spell Card. Negate the activation and effect of a Spell or Trap Card and destroy it, then return this card to your deck.| [spoiler=Continous Traps]|Mountain Shelter|xx|CCG1|Trap Card|Trap||Continous|||Select 1 face-up monster on the field and equip it with this card. Monster equipped with this card is unaffected by effect of Ice Counters. When equipped monster is removed from the field, you can select 1 other face-up monster and equip it with this card. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)||Maggot Dig|xx|CCG1|Trap Card|Trap||Continous|||Each time you inflict battle damage to your opponent, the top 2 cards on your opponents deck are sent to the graveyard.||My Shield as a Body|xx|CCG1|Trap Card|Trap||Continous|||If you would take Battle Damage, you can destroy 1 Spell or Trap Card you control instead.||Necropolis Prison|xx|CCG1|Trap Card|Trap||Continous|||Cards cannot be removed from play.| Link to comment Share on other sites More sharing options...
tommers2008 Posted May 11, 2009 Report Share Posted May 11, 2009 Great work fortycal Link to comment Share on other sites More sharing options...
fortycal86 Posted May 11, 2009 Report Share Posted May 11, 2009 Thanks. Also thanks for pointing out the Spoiler thing, I truly appreciate it. Link to comment Share on other sites More sharing options...
Nightmarian Posted May 11, 2009 Author Report Share Posted May 11, 2009 No guys..there is nothing wrong..he didn't do any mistake...i was just saying that more job will need to done because of edits..Normal transforming job + editing job..Same was last set when Karl first transformed all to YVD format, then he needed to change half of it and he was pissed off because of that...;)So i was mentioning that so that no one is mad after...All will need to be edited because of those balancing changes, rewording etc., that is why we got schedule in first post so that we don't need to work more then is needed..but its ok with me if its ok with u :)There is no point in rewording cards that will be changed after, and then they will need to be reworded again.. Get me what i am saying? Its better to wait for final versions , then reword Link to comment Share on other sites More sharing options...
fortycal86 Posted May 11, 2009 Report Share Posted May 11, 2009 I get what your saying but, it will still be easier for karl now. Link to comment Share on other sites More sharing options...
Nightmarian Posted May 11, 2009 Author Report Share Posted May 11, 2009 I never told it will not be...its big help..;) Anyway, i am gonna post ALL cards again with changes during wednesday ( i got exam at 9:00 AM).. Link to comment Share on other sites More sharing options...
Jester.tech Posted May 12, 2009 Report Share Posted May 12, 2009 |Forest of Fear|xx|CCG1|Spell Card|Spell||Field|||Increase the ATK of all EARTH monsters by 300. When a EARTH monster attacks a Defense Position monster whose DEF is lower than the ATK of the attacking card, inflict the difference as Battle Damage to your opponent. If a EARTH monster attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.| Seems a bit much to have monsters that shut down traps, and a field spell that does it too. Though the spells are nice. I'd suggest: |Forest of Fear|xx|CCG1|Spell Card|Spell||Field|||Increase the ATK of all EARTH monsters by 300. When a EARTH monster attacks a Defense Position monster whose DEF is lower than the ATK of the attacking card, inflict the difference as Battle Damage to your opponent. If a EARTH monster attacks, your opponent cannot activate any Spell Cards until the end of the Damage Step.| Link to comment Share on other sites More sharing options...
Nightmarian Posted May 12, 2009 Author Report Share Posted May 12, 2009 Updated first post..read it please everyone.. i think that for this phase this is most that can be done with re-balancing and fixing their mechanics..Attributes/Types/stats will be fixed after they will be in YVD version.Karl needs to start rewording now.Everyone tasks are written in first post as well.Other re-balancing edits will be done during testing phase if we notice something bad ( but lets say there will not much of them ).. Link to comment Share on other sites More sharing options...
fortycal86 Posted May 12, 2009 Report Share Posted May 12, 2009 I would say for forest of fear only trap cards instead. Link to comment Share on other sites More sharing options...
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