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Pajama Sam!


Hawthorn

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Hey, remember Pajama Sam?

Oh... well I do. So I made a set based off the first game. Second and third games coming soon. I probably won't make any from the fourth game. That was a brown streak on the underpants of the series.

I may also make cards for other Humongous Entertainment games, but I'll get this project done first. Please comment and rate!

 

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"Thunder" or "Lightning" + 1 or more non-Tuner monsters

Once per turn, you can change the battle position of 1 face-up monster your opponent controls. During the battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.[/align][align=center]vg1ke9.jpg

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your Machine-Type monster as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When your opponent declares an attack on the monster equipped with this card, you can redirect the attack to any other monster on your side of the field. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead)[/align]

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Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your Machine-Type monster as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. Once per turn, while equipped to a monster by this effect, you can decrease the equipped monster's ATK by 500 and destroy 1 Spell or Trap Card on the field. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead) [/align]

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Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your Machine-Type monster as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. While equipped to a monster by this effect, increase the equipped monster's DEF by 1000. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead)[/align]

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Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your Machine-Type monster as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. While equipped to a monster by this effect, the equipped monster is not effected by Trap Cards. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead)[/align]

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Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your Machine-Type monster as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, you can change that monster's battle position once per turn. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead)

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Wow. I feel old all of a sudden because of this. So many memories.

 

Guess I'll review.

 

Pajama Sam: Good, decent OCG and it has good stats for its effect.

 

Carl the Carrot: Fee fie fo fum, I smell the Effect of a Pyramid Turtle. That being said, he's OK that way.

 

Otto the Boat: Nice. I would have actually expected direct-attacking from Otto, but I guess this fits as well.

 

Toll Bridge: You can shorten the OCG to this:

 

'Whenever your opponent Normal Summons a monster, remove the top card of their Deck from play.'

 

At least, I think it can be shortened to that. Of course, this guy brings up the question of why you didn't make a card out of Cheese and Crackers.

 

Mailbox of D.Ness: Erm . . . Not quite sure about this. Do you mean the Spell/Trap gets set face-down, or does it actually get played (e.g., if you select a Swords of Revealing Light, does it get played face-up or face-down)? I might not be able to weigh in on this effect with any accuracy if I can't get my head around that, so some info would be appreciated. Of course, this one now makes me wonder about those 3 rocks near it.

 

Wishing Well: Hm. That's an unusual effect for him; once again I expected something different than what I saw, but it doesn't hurt the card any at all. Decent effect for his stats (reminds me of Poison Mummy, interestingly enough).

 

King the Mine Cart: I haven't seen this sort of effect since the Water Civilization in Duel Masters. However, I think he might have just a shade too high stats for it.

 

The Doors of Knowledge: Unexpected typing this time (Plant would have been my guess, and looking at them you can tell why). As for their effect . . . holy Toledo, I've NEVER seen this effect before. Completely unique, and actually quite inventive. However, like with King, the stats might be a tad too high for that kind of effect, even with the Ancient Gear Drill nerf you built in -- perhaps a drop of 100 or so DEF would be in order.

 

Darkness: Ruin would like to see you now. Meanwhile, the effect is balanced properly with the stats, though this could easily be attributed to the fact that they seem to look almost exactly like those of Ruin, Queen of Oblivion.

 

The Land of Darkness: Nothing remarkable.

 

Geyser Ponds: An interesting cocktail of ATK/DEF increases/decreases (or, at the very least, the types chosen are unusual).

 

Gold Mines: The field I would be most likely to run with these cards (and a field I would enjoy even in some of my other decks). Other than that, nothing remarkable here either.

 

Distortion Hall: Ah, the room full of doors. I honestly forget which one of them you were supposed to go through, but I remember that there was ONE you had to go through to get something or other important. That said, it's an interesting take on Shield and Sword that actually supports this theme's monsters quite noticably (the Doors of Knowledge, pictured, actually get a killer boost from this card, amusingly enough).

 

Gratuitous Educational Content: What makes the series worth replaying even in teenage years -- the humor. Still, a nice Mind Haxorz copy with a funny name and image.

 

Trees Only: 'Effect Damage' instead of 'Direct Damage', please -- one's Exactly What It Says On The Tin, and the other's a particular type of Battle Damage. However, beyond that . . . Any Deck out there would love this card to DEATH, especially a Warrior Spam deck.

 

Customs Inspection: Interesting effect. Not much to say beyond that.

 

Wrong Turn: Uh . . . this seems a little overpowered, believe it or not -- by my reading of this, its effect basically KEEPS ON WORKING after its activation with not a maintenance cost to its name -- meaning that it's like a Dimensional Fissure that NEVER stops working and can't be stopped. You MIGHT want to nerf this somewhat.

 

All in all: Very interesting. I'll review the 'Thunder and Lightning Aren't So Frightening' set later, as it is currently 2 in the morning where I am and I need to get some work done. So for now, see ya . . .

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