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Sweet! A Yugioh Card that... Evolves??? WTF? (2/???)


Omit

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Hello all! I'm currently working on cards that appear to be evolutions of another, much weaker card. All of the weaker cards are not able to be destroyed by battle, however, so if you can risk keeping a spot blocked as you hope for that beast to get in your hand, good luck. Also, a Spell Card will have to be discarded for the summon, as a rule. Well, enough reading, let's see the cards! (You'll end up reading some more)

 

290342.jpg

 

Evolves into:

 

290342.jpg

Effect: This card can only be Special Summoned by sending to the Graveyard 1 "Metallic Beast - Yelpish" you control and discarding 1 "Metalmorph" from your hand. This card can also be treated as a Beast-Type monster. When this card battles a monster, it gains ATK equal to half the ATK of the monster it battles. the third turn after this card was Summoned, it is returned to the original owner's hand.

 

IMG Cred for the first two go to the original artist, who I don't know, and the editor, Father Wolf.

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Blue Eyes is a better card than this. Why?

 

CANUS is a -2, but both cards have to be specific. The odds of you EVER getting it out are obscenely slim.

 

BEWD is also a -2, but there's nothing specific, and it has 300 more ATK.

 

Hence, BEWD is far superior to your card.

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*Facepalm*

Yeah... They did have an entire group of cards like that....

 

Also, I didn't want to make Canus a Beatstick. I mean, It could take down FGD, and that wouldn't be fair. Due to the ATK already + the effect, I didn't think it should be out there forever, or be needed that long.

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I understand why you made it like that, and the way it gains ATK keeps it from doing any quick OTKs...but I'd still be rather pissed if I went through all that work only to know it was going away by the 3rd turn.

 

And its completely vulnerable to S/T, so it probably wouldn't last that long anyway.

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Thanks for the advice! I plan on making support cards; should I make some to patch it's Spell and Trap vulnerability.

 

Yeah sure, and then make one that negates the effect of a monster you control for one turn. Activate it the last turn before it would go back, and it will live on.

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