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OKKUSENMAN! OKKUSENMAN! Soul Reverse Pack Added


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lol i got it

[spoiler=Rockman.EXE Special Pack EXE1-EN000]

Rockman.EXE

EARTH [] Warrior / Effect [] Level 4 [] 1700 / 1000

When this card is Summoned, add 1 Level 4 or lower ".EXE" monster, except "Rockman.EXE", from your Deck to your hand.

 

Fireman.EXE

FIRE [] Pyro / Effect [] Level 3 [] 1500 / 800

Once per turn, deal 500 points of damage to your opponent.

 

Colonel.EXE

LIGHT [] Warrior / Effect [] Level 6 [] 2600 / 300

If you Tribute Summon this card by Tributing a ".EXE" monster, you can Special Summon 1 Level 4 or lower ".EXE" monster from your hand.

 

Iceman.EXE

WATER [] Aqua / Effect [] Level 4 [] 1000 / 1000

Once per turn, you can distribute up to 3 Freeze Counters and place them on any face-up card that can have Counters on it. A monster with a Freeze Counter on it has its effect negated. During your Stand by Phase, remove 1 Freeze Counter from all face-up cards that have Freeze Counters on them.

 

Gutsman.EXE

EARTH [] Rock [] Level 6 [] 2600 / 0

A digital warrior with more brawn than brains. Gutsman.EXE uses his 'Guts Hammer' and 'Guts Fist' to vanquish enemies.

 

 

[spoiler=Soul Reverse SLRV-EN000]

Double Soul - Fire Soul

FIRE [] Fire / Fusion / Effect [] Level 7 [] 2400 / 2100

"Rockman.EXE" + "Fireman.EXE"

This card can only be Special Summoned by returning the above cards you control to the owner's Deck (you do not use "Polymerization"). Once per turn, by sending 1 ".EXE" monster in your Deck to the Graveyard, draw 1 card. You can only control 1 "Double Soul" monster at a time. During your 2nd Standby Phase after Summoning this card, return this card to the Extra Deck or negate this card's effect.

 

Double Soul - Colonel Soul

LIGHT [] Warrior / Fusion / Effect [] Level 10 [] 2700 / 2700

"Rockman.EXE" + "Colonel.EXE"

This card can only be Special Summoned by returning the above cards you control to the owner's Deck (you do not use "Polymerization"). When this card attacks, this card gains 500 ATK. You can only control 1 "Double Soul" monster at a time. During your 2nd Standby Phase after Summoning this card, return this card to the Extra Deck or negate this card's effect.

 

Double Soul - Guts Soul

EARTH [] Rock / Fusion / Effect [] Level 10 [] 4000 / 0

"Rockman.EXE" + "Gutsman.EXE"

This card can only be Special Summoned by returning the above cards you control to the owner's Deck (you do not use "Polymerization"). You can only control 1 "Double Soul" monster at a time. During your 2nd Standby Phase after Summoning this card, return this card to the Extra Deck.

 

Double Soul - Ice Soul

WATER [] Aqua / Fusion / Effect [] Level 8 [] 2200 / 1800

"Rockman.EXE" + "Iceman.EXE"

This card can only be Special Summoned by returning the above cards you control to the owner's Deck (you do not use "Polymerization"). When this card is Special Summoned, place a Freeze Counter on all cards your opponent controls. Cards with Freeze Counters on them have their effects negated and cannot attack. You can only control 1 "Double Soul" monster at a time. During your 2nd Standby Phase after Summoning this card, return this card to the Extra Deck or negate this card's effect.

 

Airman.EXE

WIND [] Winged Beast / Effect [] Level 4 [] 0 / 0

Any card this card attacks or is attacked by is returned to its owner's hand after damage calculation.

 

Double Soul - Air Soul

WIND [] Winged Beast / Fusion / Effect [] Level 8 [] 2000 / 800

"Rockman.EXE" + "Airman.EXE"

This card can only be Special Summoned by returning the above cards you control to the owner's Deck (you do not use "Polymerization"). Any card this card attacks or is attacked by is returned to its owner's hand before damage calcualtion. You can only control 1 "Double Soul" monster at a time. During your 2nd Standby Phase after Summoning this card, return this card to the Extra Deck or negate this card's effect.

 

 

[spoiler=Rockman Duelist Pack DPRM-EN000]

Identity Crisis - Triple Rockman

EARTH [] Warrior / Fusion / Effect [] Level 12 [] 2500 / 2500

"Rockman.EXE" + "Rockman.EXE" + "Rockman.EXE"

This card can only be Special Summoned by returning the above cards you control to the owner's Deck (you do not use "Polymerization"). This card can attack up to 3 times per turn. Based on how many times this card attacked per turn, it gains 1 of the following effects:

•1: Once per turn, you can Special Summon 1 ".EXE" monster from your Graveyard.

•2: This card can only attack 1 time per turn.

•3: Remove this card from play during the End Phase.

 

Guts Hammer!!

Normal Spell Card

Tribute 1 "Gutsman.EXE" you control. Destroy up to 3 cards your opponent controls.

 

Guts Fist!!

Continuous Spell Card

Once per turn, when a "Gutsman.EXE" you control attacks, draw a card.

 

Great Gutsby

EARTH [] Warrior / Effect [] Level 3 [] 100 / 100

By revealing a "Gutsman.EXE" in your hand, you can Special Summon this card from the Graveyard. This "Gutsman.EXE" must remain revealed until it is removed from your hand. You can only control 1 "Great Gutsby".

 

Plug-In!

Normal Spell Card

Return 1 ".EXE" monster you control to your Deck. Special Summon 1 Level 4 or lower ".EXE" monster from your Deck. The Special Summoned monster's effect is negated.

 

[spoiler=Rockman Returns!! RKMN-EN000 (Anime-Only Cards)]

Tri-Rokku

Normal Spell Card

Activate only when you control a "Rockman.EXE". Special Summon up to 2 "Rockman.EXE" from your hand. The Special Summoned monsters' effects are negated.

 

Spark Plug

Counter Trap Card

Return one "Plug-In!" from your Graveyard to your Deck or discard a ".EXE" monster from your hand. Negate the activation of a Spell or Trap Card, or the Normal or Special Summon of a monster, and destroy that card.

 

GUTS!!

Normal Spell Card

Tribute 1 monster. Special Summon 1 "Gutsman.EXE" from your Deck. The Special Summoned monster cannot attack this turn.

 

 

 

I'll get to more guys and Double Souls when I feel like it.

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Eh' date=' he has no other benefits than being a beatstick, so no, he's not.

[/quote']

 

Frostosaurus is a beatstick too, so that's not an excuse...

 

It's still not overpowered. It's a vanilla with the minor support of a search card. Gutsman is outclassed by so many cards.

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Interesting, interesting.

 

1:7 Bad:Good ratio, the night is awesome.

 

I originally had questions when I compared the materials' levels to their Double Souls, but now that I'm actually reading them I see they're Contact Fusions -- which brings up the point that you don't have to make them Synchro-style Level Gain (i.e., Guts Soul is Lv10, aka Rock's 4 + De Gutsu's 6), but if you wish to do that then I don't have the right to stop you.

 

[spoiler=Now for reviews.]Rockman.EXE: Solid effect. It's a decent card, nothing to write home about but it doesn't need to be.

 

Fireman.EXE: Good, good, a simple Zippon--*brick'd by Heatman*

 

Colonel.EXE: You could stand to drop the ATK by 100-200, but other than that it's a fairly good monster.

 

Iceman.EXE: OCG fix time: "Once per turn, you can place up to 3 Freeze Counters on face-up cards that can gain Counters. A monster with a Freeze Counter on it has its effect negated. During your Standby Phase, remove 1 Freeze Counter from all face-up cards on the field that have them." Review: Good, good, good. I like what you've done here, a unique card.

 

Gutsman.EXE: The complaints are somewhat valid, but easily circumvented by dropping him 100 ATK -- something he won't suffer from, I'm sure. Also, I'm glad you gave the Vanilla man some support in a later pack; that's thrice today this has happened that I've read, and you're the second one to do it right.

 

Double Soul - Fire Soul: Contact Fusion, OK, OK . . . draw a card by discarding an .EXE monster from the Deck to the Graveyard, only once a turn (nice save there, pal), and then some standard nerfs. Like what you did with the nerfs, I might add.

 

Double Soul - Colonel Soul: Gains 500 ATK by attacking . . . due to its inherent nerfs, it doesn't need to be able to lose them after battle, I might add, so that's a good thing.

 

Double Soul - Guts Soul: Nice. It's a Vanilla Fusion Beatstick. CLASSY. (I'm serious, that's a good trick -- I expected monster destruction, and I got something rather unique instead.)

 

Double Soul - Ice Soul: Now I se why you kept these written. Freeze counters all around, effects negated and can't attack, the nerf makes it solid (pun NOT intended) . . . though you might want to reword it 'While this card is face-up on the field, cards with Freeze Counters on them have their effects negated and cannot attack.' -- I don't know why, but that just sounds a little better, and it definitely can't be reinterpreted the wrong way.

 

Airman.EXE: I can't de-feat, Airman~! A budget Grand Mole, it seems, but you'll take the full brunt of the damage for attacking with it . . . and actually, you don't have to make Airman a Winged-Beast -- Machine works just fine (Airman > walking fan > fan > machine > Machine-Type).

 

Double Soul - Air Soul: NICE. Taking the effect and improving upon it in a classy manner, I wholeheartedly approve.

 

Identity Crisis - Triple Rockman: You've done a wonderful job, and for some reason this card seems mindly amusing when I try to envision it . . . the effect is extremely balanced, interestingly enough; if it attacks once a turn, it gets a good effect, twice, it loses the right to attack more than once, thrice, it goes away; however, you can reword the 2-attacks effect thusly: "This card can only attack once per turn." Other than that, you've got a golden card.

 

Guts Hammer!!: Basically 'Icarus Attack De Gutsu'. Works well for it, though.

 

Guts Fist!!: Draw support for Gutsman. I approve; it makes him even more worth running.

 

Great Gutsby: Did this guy appear in the anime/manga or is he just a humorous pun you crafted on your own? In any case, I can guess what he's there for -- an Instant Gutsman, Just Add Tribute Summon.

 

Jack-In!: I find it mildly amusing that you used 'Jack-in' instead of 'Plug-in', considering your track record for 'Rockman.EXE' terms versus 'Megaman: NT Warrior' terms.

 

 

 

. . .

 

WHEW! The most reviews I've done for a single set. And well worth it, I might add! I'm favoriting this page for future reference.

 

And for a small question/request: are you planning on doing the WWW navis anytime soon (e.g., Heatman, Elecman, Colorman, and Magicman, or Blastman, Weatherman, Circusman, and Judgeman [yes, there's been art of Judgeman.EXE playing YGO against Joey])? Or any of the Navis from MMBN6 (Chargeman and Killerman especially appeal)?

 

No need to actually make them, but I'm just curious. Beyond that, you've done fantastic work and I look forward to any further work you perform.

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Interesting' date=' interesting.

 

1:7 Bad:Good ratio, the night is awesome.

 

I originally had questions when I compared the materials' levels to their Double Souls, but now that I'm actually reading them I see they're Contact Fusions -- which brings up the point that you don't have to make them Synchro-style Level Gain (i.e., Guts Soul is Lv10, aka Rock's 4 + De Gutsu's 6), but if you wish to do that then I don't have the right to stop you.

 

[spoiler=Now for reviews."]Rockman.EXE: Solid effect. It's a decent card, nothing to write home about but it doesn't need to be.

 

Fireman.EXE: Good, good, a simple Zippon--*brick'd by Heatman*

 

Colonel.EXE: You could stand to drop the ATK by 100-200, but other than that it's a fairly good monster.

 

Iceman.EXE: OCG fix time: "Once per turn, you can place up to 3 Freeze Counters on face-up cards that can gain Counters. A monster with a Freeze Counter on it has its effect negated. During your Standby Phase, remove 1 Freeze Counter from all face-up cards on the field that have them." Review: Good, good, good. I like what you've done here, a unique card.

 

Gutsman.EXE: The complaints are somewhat valid, but easily circumvented by dropping him 100 ATK -- something he won't suffer from, I'm sure. Also, I'm glad you gave the Vanilla man some support in a later pack; that's thrice today this has happened that I've read, and you're the second one to do it right.

 

Double Soul - Fire Soul: Contact Fusion, OK, OK . . . draw a card by discarding an .EXE monster from the Deck to the Graveyard, only once a turn (nice save there, pal), and then some standard nerfs. Like what you did with the nerfs, I might add.

 

Double Soul - Colonel Soul: Gains 500 ATK by attacking . . . due to its inherent nerfs, it doesn't need to be able to lose them after battle, I might add, so that's a good thing.

 

Double Soul - Guts Soul: Nice. It's a Vanilla Fusion Beatstick. CLASSY. (I'm serious, that's a good trick -- I expected monster destruction, and I got something rather unique instead.)

 

Double Soul - Ice Soul: Now I se why you kept these written. Freeze counters all around, effects negated and can't attack, the nerf makes it solid (pun NOT intended) . . . though you might want to reword it 'While this card is face-up on the field, cards with Freeze Counters on them have their effects negated and cannot attack.' -- I don't know why, but that just sounds a little better, and it definitely can't be reinterpreted the wrong way.

 

Airman.EXE: I can't de-feat, Airman~! A budget Grand Mole, it seems, but you'll take the full brunt of the damage for attacking with it . . . and actually, you don't have to make Airman a Winged-Beast -- Machine works just fine (Airman > walking fan > fan > machine > Machine-Type).

 

Double Soul - Air Soul: NICE. Taking the effect and improving upon it in a classy manner, I wholeheartedly approve.

 

Identity Crisis - Triple Rockman: You've done a wonderful job, and for some reason this card seems mindly amusing when I try to envision it . . . the effect is extremely balanced, interestingly enough; if it attacks once a turn, it gets a good effect, twice, it loses the right to attack more than once, thrice, it goes away; however, you can reword the 2-attacks effect thusly: "This card can only attack once per turn." Other than that, you've got a golden card.

 

Guts Hammer!!: Basically 'Icarus Attack De Gutsu'. Works well for it, though.

 

Guts Fist!!: Draw support for Gutsman. I approve; it makes him even more worth running.

 

Great Gutsby: Did this guy appear in the anime/manga or is he just a humorous pun you crafted on your own? In any case, I can guess what he's there for -- an Instant Gutsman, Just Add Tribute Summon.

 

Jack-In!: I find it mildly amusing that you used 'Jack-in' instead of 'Plug-in', considering your track record for 'Rockman.EXE' terms versus 'Megaman: NT Warrior' terms.

 

 

 

. . .

 

WHEW! The most reviews I've done for a single set. And well worth it, I might add! I'm favoriting this page for future reference.

 

And for a small question/request: are you planning on doing the WWW navis anytime soon (e.g., Heatman, Elecman, Colorman, and Magicman, or Blastman, Weatherman, Circusman, and Judgeman [yes, there's been art of Judgeman.EXE playing YGO against Joey])? Or any of the Navis from MMBN6 (Chargeman and Killerman especially appeal)?

 

No need to actually make them, but I'm just curious. Beyond that, you've done fantastic work and I look forward to any further work you perform.

 

First of all, thank you so much for this review! :D

Great Gutsby was just a pun XD

I used Jack-In cause I forgot the JP term lol

This is probably my best card set yet; it helps to actually play the TCG to truly know what's overpowered, what's good support, etc.

Once again, thank you for all of your copliments.

 

-Doco

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Interesting new pack, though I'm not sure if it's done yet or not . . .

 

Review time!

 

Tri-Rokku: Interesting Spell, not broken really that I can see save that it'll let you end up getting up to 3 Navis into your hand that turn . . . but that's probably one of the points.

 

Spark Plug: An OCG fix is in order, by way of Pollinosis.

 

Return one "Plug-In!" from your Graveyard to your Deck or discard a ".EXE" monster from your hand. Negate the activation of a Spell or Trap Card' date=' or the Normal or Special Summon of a monster, and destroy that card.[/quote']

 

GUTS!!: This MIGHT be a little broken; granted, I pull nearly the same gaphax with my Water Deck and a Summoner's Art, but that's just a Normal Summon -- this is Special Summoning a monster from your Deck. Perhaps add the nerf that the Gutsman summoned can't attack that turn?

 

All in all: Some interesting support here, I'll give it that.

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  • 3 weeks later...

I've got to say, I'm not a fan of pop-culture cards at all. Regardless, the set's balanced well, if not slightly weak in that the best cards keep returning to the extra deck without getting the cost back. The OCG looks fine and the cards are left interesting enough and aren't repetitive or fall into the usual rut I see from many sets.

Overall, high quallity set, well done ^.^

7/10

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