The Darkersheep Posted May 19, 2009 Report Share Posted May 19, 2009 So I just joined this site and made some cards off the fly and was wondering if they were any good. When played both players draw six cards off the top of their respective decks. Then each player will put five of the six cards face down on top of each other, then the final card face up on top. The player with the the higher card wins.(Trap beats spell, spell beats monster.) If there is a tie the process is repeated. The winner returns all of the drawn card to his/her while the loser discards all his/her drawn cards to the graveyard. Can only be played while David Shelts, Vanguard of Chance is on the field. When an opponent's monster, who has higher attack points, attacks David Shelt's, Vanguard of Chance, this card is activated. Once activated you must draw six cards from the top of your deck. Deal out three cards to both of you and your opponent. Place each card face down in front of you. Then take turns starting with your opponent flipping over the cards. The first one to flip over a trap or magic card loses. The loser must send their monster to the graveyard and for each magic or trap card in their hand lose 300 life points. So these are my first cards, I'd have to say they are pretty OP but hell I had fun screwing around and being creative. Constructive criticism is always appreciated. Oh and David's full title sorta runs along with a set idea I had and hope to show later. Though it seems odd now it makes sense with the set. Link to comment Share on other sites More sharing options...
Baroque in Paradise Posted May 19, 2009 Report Share Posted May 19, 2009 So I just joined this site and made some cards off the fly and was wondering if they were any good. When played both players draw six cards off the top of their respective decks. Then each player will put five of the six cards face down on top of each other' date=' then the final card face up on top. The player with the the higher card wins.(Trap beats spell, spell beats monster.) If there is a tie the process is repeated. The winner returns all of the drawn card to his/her while the loser discards all his/her drawn cards to the graveyard. Can only be played while David Shelts, Vanguard of Chance is on the field. [/size'] When an opponent's monster, who has higher attack points, attacks David Shelt's, Vanguard of Chance, this card is activated. Once activated you must draw six cards from the top of your deck. Deal out three cards to both of you and your opponent. Place each card face down in front of you. Then take turns starting with your opponent flipping over the cards. The first one to flip over a trap or magic card loses. The loser must send their monster to the graveyard and for each magic or trap card in their hand lose 300 life points. So these are my first cards, I'd have to say they are pretty OP but hell I had fun screwing around and being creative. Constructive criticism is always appreciated. Oh and David's full title sorta runs along with a set idea I had and hope to show later. Though it seems odd now it makes sense with the set. Some OCG fixes: Royal Flush . . . Equip only to a "David Shelts, Vanguard of Chance". The equipped monster cannot be attacked, sent to the Graveyard, or removed from the field by a card effect. However, do you intend for it to remain active on the following turn or just the turn it's played? Depending on that, give it one of the two remainders I have prepared: This card is destroyed at the end of the turn. This card is destroyed during your opponent's End Phase. Saving Throw . . . Activate only if you control a "David Shelts, Vanguard of Chance". When a monster you control would be sent to the Graveyard, you can roll a six-sided die once. If the result is 5 or 6, you can negate any effect that would send monsters from your side of the field to the Graveyard this turn only. If a "David Shelts, Vanguard of Chance" you control is removed from the field, destroy this card. Death's Roulette . . . Activate only while a "David Shelts, Vanguard of Chance" exists on the field. Both players pick up 6 cards from the top of their Deck, look at them, and then place five of the cards face-down on top of each other, then place the remaining card on top of the face-down pile. If one player has placed a Trap, Spell, or Monster face-up, if the other has placed a Monster, Trap, or Spell respectively then that player adds the cards they picked up to their hand (if this does not happen, then this card's effect repeats up to this point). The other player sends their picked-up cards to the Graveyard. Russian Roulette . . . Activate only when a "David Shelts, Vanguard of Chance" you control is attacked by an opponent's monster with a higher ATK. Pick up six cards face-down from your Deck (do not look at them), and then deal them out to you and your opponent. Both players then take turns flipping up the dealt cards. Whichever player flips up a non-Monster card first must send the monster they control that is participating in this battle to the Graveyard and reveal their hand. They then take 300 damage for each non-Monster Card in their hand, plus any non-Monster cards dealt them by this effect. Now, for reviews. David Shelts: Huzzah. ANOTHER Vanilla I've seen tonight that's given support to make it worthwhile! You have my thanks for that. Beyond that, semi-mediocre stats, but that's to be expected for what he's meant for. Royal Flush: An interesting card. However, as you had worded it before, it really could only work for the turn it was played -- and Equip Spells can't be activated during your opponent's turn except via certain effects. Saving Throw: I recommend you might find a different image for this, but I guess if you like this image it can be excused (somewhat). An interesting effect, really, if I do say so; quite amusing, really, and not that overpowered at all -- chance, in my opinion, is one of the greatest nerfs of all. Death's Roulette: An interesting effect that I haven't seen before, thereby bumping the ratio up to 1:5 bad:good -- it's a good night for me (I feel lucky all of a sudden). I re-worded it so that it doesn't explicitly say 'wins' but instead the effect goes through as scheduled. I also included the full circle in my OCG fix (I assumed that Monster beats Trap here, I apologize if it does not). Also, you can keep it "Both players draw 6 cards" instead of "Both players pick up 6 cards" in the fix if you so choose. Russian Roulette: You're batting a thousand, kid. This would be QUITE an entertaining card, to be sure -- a Sakuretsu with chance, I'd say that's unique. However; did you intend for the opponent to keep the cards dealt, or for them to return to you? I'm curious; depending on your intentions, I may errata my OCG fix. Altogether: Keep up the good work, sir or madame, I look forward to seeing more unique effects from you. Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 19, 2009 Author Report Share Posted May 19, 2009 David Shelts: Huzzah. ANOTHER Vanilla I've seen tonight that's given support to make it worthwhile! You have my thanks for that. Beyond that, semi-mediocre stats, but that's to be expected for what he's meant for. This is one of my favorite characters that I have come up with and to make into a card was way too much fun. Royal Flush: An interesting card. However, as you had worded it before, it really could only work for the turn it was played -- and Equip Spells can't be activated during your opponent's turn except via certain effects. Its suppose to be like a Royal Flush, if you get it you can't lose and nothing is stopping you from getting it again but chance. Saving Throw: I recommend you might find a different image for this, but I guess if you like this image it can be excused (somewhat). An interesting effect, really, if I do say so; quite amusing, really, and not that overpowered at all -- chance, in my opinion, is one of the greatest nerfs of all. I built this card completely off the image, when i saw the original picture i was thinking of a dice bomb trap effect that you could tag to an enemy monster and depending on the roll you get how many turns before it goes off. When it went off or something it was going to deal that monsters attack points in life point damage to your opponent. I like what this turned out to be though. Death's Roulette: An interesting effect that I haven't seen before, thereby bumping the ratio up to 1:5 bad:good -- it's a good night for me (I feel lucky all of a sudden). I re-worded it so that it doesn't explicitly say 'wins' but instead the effect goes through as scheduled. I also included the full circle in my OCG fix (I assumed that Monster beats Trap here, I apologize if it does not). Also, you can keep it "Both players draw 6 cards" instead of "Both players pick up 6 cards" in the fix if you so choose. I was thinking the card game war when I came up with this. Easy enough to do but can really drain you are your opponents deck. Russian Roulette: You're batting a thousand, kid. This would be QUITE an entertaining card, to be sure -- a Sakuretsu with chance, I'd say that's unique. However; did you intend for the opponent to keep the cards dealt, or for them to return to you? I'm curious; depending on your intentions, I may errata my OCG fix. this one was my favorite but it was a jabroni to find a picture for. Overall I'm glad for the help with the cards... I don't remember the rules well enough or how they word things on the cards to do it right off the bat. I'm very thankful for the help. New Cards these aren't vanilla but hey they aren't all that bad. Cannot be summoned on to the field unless Jennifer Hughs, Vanguard of Industry is present. If this card is destroyed while in attack mode you do not lose any life points. This card is automatically sent to the graveyard if Jennifer Hughs, Vanguard of Industry is removed from the field. Cannot be summoned on to the field unless Jennifer Hughs, Vanguard of Industry is present. If this card is destroyed while in attack mode you do not lose any life points. This card is automatically sent to the graveyard if Jennifer Hughs, Vanguard of Industry is removed from the field. Able to attack your opponents life points directly once per turn. Link to comment Share on other sites More sharing options...
tensho okami Posted May 19, 2009 Report Share Posted May 19, 2009 some damn nice cards my friend, I like it, you gotta have guts to use em and you made em, so you've obviously got some guts, I give 10/10 Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 19, 2009 Author Report Share Posted May 19, 2009 Bump Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 19, 2009 Author Report Share Posted May 19, 2009 I had trouble wording this one. As you can see I'm not the greatest at writing explanations. No constructive criticism at all?bump hoping for any kind of comment QQBump hope for some kind of comment QQ Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 19, 2009 Author Report Share Posted May 19, 2009 Dont know how this forum works yet, /sigh Link to comment Share on other sites More sharing options...
HenriqueSakura Posted May 19, 2009 Report Share Posted May 19, 2009 lolnice card7/10 welcome to YCM ^-^ Link to comment Share on other sites More sharing options...
awesomeuser Posted May 19, 2009 Report Share Posted May 19, 2009 Liking these cards, however David Shelts should have an effect. It would really improve this set. 8/10. BTW, it is Defense (or Attack) Position, not "mode." Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 20, 2009 Author Report Share Posted May 20, 2009 More card ideas! When this card is played both players draw fours cards from their respective decks. Lay each card face down and both players will say whether their cards are lower or higher then the other players cards. (Trap Cards = 4, Spell Cards = 3, Monster Cards level 5 and above = 2, and Monster Cards level 4 and below = 1) The player who guessed correctly gains 1000 life points, and the player that guessed wrong will lose 1000 life points. If both players guess correctly or both guess wrong repeat the process with four new cards. Cards are returned the each players deck afterward. This card can only be played when David Shelts, Vangaurd of Chance, is on the field. More stuff for the David Shelts card. Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 20, 2009 Author Report Share Posted May 20, 2009 I hope these aren't getting annoying, still looking for help with OCG stuff. Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 20, 2009 Author Report Share Posted May 20, 2009 Bumb Link to comment Share on other sites More sharing options...
awesomeuser Posted May 20, 2009 Report Share Posted May 20, 2009 All in gets a 9/10 great idea. Okay, OCG for Nathan: When this card destroys a monster, this card gains 450 ATK. When this card destroys 5 Monster Cards by battle, destroy all cards on your opponent's side of the field. When your opponent's cards are destroyed by the card's effect, this card's ATK becomes 3400. This is probably still bad OCG, however I think it's close. For Vainjax: When "Nathan Reike, Twilight's Vanguard" is on the field, you can destroy 1 Monster Card you control to decrease your opponent's Life Points by 500. For Justikarr: When Nathan Reike, Twilight's Vanguard" is destroyed, you can remove that card from play instead. During your opponent's next Standby Phase, return "Nathan Reike, Twilight's Vanguard" to your field. BTW, Last Moments has way to much DEF and an invalid ATK value. Hope this helps. Link to comment Share on other sites More sharing options...
WTF Posted May 20, 2009 Report Share Posted May 20, 2009 pretty good but, last moments defense is way over powered and besides, how can u figure out the attack. sry for being so mean. good job. Link to comment Share on other sites More sharing options...
The Darkersheep Posted May 21, 2009 Author Report Share Posted May 21, 2009 I was planning on changing Last Moments to 2000 Defense and the only reason for the X's in his attack point was the fact that Last Moments cannot enter attack mode. Thanks for the critiquing I'll edit the ones that seemed like they need it most. Link to comment Share on other sites More sharing options...
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