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Eight random cards


Exa Raiun

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Activate the effect of this card if you have 1000 or lower Life Points. Your Life Points become half of the Life Points of your opponent.

 

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If your opponent has 3 or more cards in his/her hand, you can Special Summon this card from your hand. When this monster is Summoned, your opponent draws 2 cards from your Deck. The ATK of this card becomes the amount of cards in the hand of your opponent x 450. The DEF of this card becomes the amount of cards in your hand x 450.

 

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[align=center]1 Tuner + 1 or more non-Tuner Insect-Type monsters

This card is unaffected by the effects of Trap Cards. Each time you activate a Trap Card, you can add 1 Level 3 or lower Insect-Type monster from your Deck to your hand. Each time your opponent activates a Trap Card, inflict 600 damage to your opponent. Once per turn, you can remove from play 2 Trap Cards from your Graveyard to select 1 monster. The selected monster cannot attack and its effects are negated until your next Standby Phase.[/align]

 

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If there are 2 or more Fiend-Type monsters in your Graveyard, you can Special Summon this monster from your hand. If there are 2 or more Spellcaster-Type monsters in your Graveyard, this monster is treated as a Tuner monster. If there are 2 or more Warrior-Type monsters in your Graveyard, increase the ATK and DEF of this monster by 500.

 

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When this card is drawn outside your Draw Phase, you can Special Summon this monster from your hand. When this monster is Special Summoned by its own effect, add 1 Normal Trap Card from your Deck to your hand. When this monster is Special Summoned (except by its own effect), you can discard 1 card from your hand to draw 1 card. When this monster is Normal Summoned, your opponent draws 1 card and the original ATK of this card becomes 1900.

 

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The original ATK of this card becomes the amount of unoccupied Spell & Trap Card Zones of your opponent x 450. The original DEF of this card becomes the amount of unoccupied Monster Card Zones of your opponent x 550. If this is the only monster you control, this monster cannot be destroyed by battle. (Damage calculation is applied normally.)

 

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The original ATK of this card becomes the amount of Machine-Type monsters you control x 550. If you have more cards in your Spell & Trap Card Zones than your opponent, this monster is unaffected by the effects of Trap Cards.

 

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Each time you or your opponent Sets a Spell or Trap Card, inflict 400 damage to your opponent. Each time this effect is used, increase the ATK of this card by 400.

 

The first four images are from danbooru, the last four images are from gelbooru. The first card is a somewhat unusual emergency healing Spell Card, the second card is a monster with a changing ATK and DEF rating. The third card is an Insect-Type Synchro Monster with Trap Card-related effects. The fourth card is a Fiend-Type monster which gains effects if there are enough monsters from particular Types in your Graveyard. The fifth card is a Warrior-Type with draw-based effects. The sixth card is a Machine-Type monster which is more powerful if your opponent controls less cards. The rest 2 are Machine-Type monsters too , one with a dynamically changing ATK, the other is with a burn effect.

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Well, pretty much that was my intention with Sudden Recovery - if you are standing bad, and your opponent has a definite advantage in Life Points over you, it gives a chance for you to stand up. The comparison with Life Equalizer is logical, a similar role, but different execution. ^^

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I like Arachnoid Empress quite a bit and seems like some necessary support for them.

 

Outlaw Journeyman is very abusable. I wouldn't say overpowered but he's on a level of Disk Commander abuse with his generic draw power, being a dark attribute monster, and being able to tutor a trap card. I don't think anyone should be able to tutor Crush Card Virus to their hand that easily. Generic Dark DECKS play draw cards such as Reckless Greed, Allure of Darkness, Trade-In, The Beginning of the End, and Destiny Draw which can ensure that you would draw this guy outside of your draw phase rather consistently. 1700 ATK is also quite respectable so you've got yourself a decent attacker than can be used as synchro fodder and reused later on for draw abuse. Fit this guy in a zombie world based deck and you can create some good hand+field advantage. Definitely a forbidden worthy card.

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Honestly, it would require a complete revamp of the card but that's how bad generic draw power is for the game. Here are my recommendations.

 

Being a dark based monster makes him too splashable in metagame Dark decks which subjects him to every dark support and draw based cards that the deck is commonly known for. I've already listed the more common ones used in my previous post so triggering his trap tutoring effect wouldn't be difficult at all. On a less likely note it is possible to retrigger his effect by sending him back to the deck with cards like Pot of Avarice.

 

Specify what type of trap it can tutor (Normal, Continuous, Counter, etc...). Normal Trap Cards are probably the better choice for this but make sure this is not a dark based monster. It can still be splashed in dark based decks but is less abusable if it was a Earth attribute for example. The only other card that tutors traps is a flip effect monster and it only puts it on top of your deck unless you have necrovalley on the field.

 

Change the attribute altogether. Unfortunately, Dark based monsters have too much support in the game causing any new monster released to be subjected to their support cards, which means every new dark monster needs to be balanced carefully. As it stands this card fits in too well with darks and is easily splashable.

 

Get rid of the Special Summon draw effect as it is far too easy of a requirement to meet and can be abused with so many different cards. The Zombie World example was just one of them but would probably be the best deck to take the most advantage of it. The Normal Summon draw effect is also too easy as he essentially replaces the loss of hand advantage. So you've gained +1 field advantage with a 1700 ATK monster and loss no hand advantage in the process. Your opponent has gained a +1 hand advantage but won't be able to utilize it until next turn. This effect needs to be scrapped altogether as it's not as balanced as you think it is.

 

You can try adding in some costs to those draw effects such as discarding 1 from your hand afterwards while your opponent keeps the card he draws but they would still be borderline after that or make some very specific conditions that would involve underused types or attribtues. Such as when you control a xxx-type/attribute monster when this card is special summoned you can draw 1 card then discard 1 from your hand. Something to that effect but don't make it common attributes/types otherwise you run into the same problems again.

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Thank you for your advice! I admit I gave DARK Attribute to Outlaw Journeyman at first because I felt this the flavor-wise most fitting, but after thinking a bit, you are right. I made the following changes:

-Attribute is changed to EARTH.

-ATK is lowered to 1600.

-First effect works on Normal Trap Cards only.

-For activating the second effect, you need to discard 1 card from hand.

-During the third effect, only the opponent draws a card, but the original ATK of this card becomes 2000. (There is a Normal Monster with 2000 ATK, so I was like giving a card advantage to your opponent and putting this card to 2000 ATK when Normal Summoned is not that overpowered...)

 

What do you think?

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FIRST CARD - I LOVE THIS CARD! Great comeback card. 'Nuff said.

 

SECOND CARD - Interesting card. Love the variable of cards in hand. I'd SO use this.

 

THIRD CARD - Cute image and great support for a neglected Type. The idea of using Traps in the Grave for stall is PERFECT!

 

FOURTH CARD - Diverse AND cute!

 

FIFTH CARD - Interesting card. Nice diverse effects.

 

Overall, these cards are really great. Their diversity makes them splashable in a lot of decks. Great job, dude. Love the images as always. 8)

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Ehehe~ ... you found out my main purposes with all of these cards! The first card is indeed meant to be like one of those comeback card, it could be an actually useful healing Spell Card. (These are not really used nowadays..) I made the second card with the idea of a warrior who is into more risky situations, that's why the effect of him turned out that way. For the third card, yes, I like attractive monster girls, and yes, Insects definitely need their own good Synchro, the Trap-related effects came from the whole web deal. For the fourth card - I wanted to show that a lower Level monster can be diverse and that a Fiend-Type monster can be different from the usual monstrous style. The last monster's effects (after some tweaking, thanks to the advices of Killey) supposed to represent the freedom-liking life of the journeyman, always up to a new adventure.

 

So in general, yes, I like diverse effects which fit well with the image and the monster concept.

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I bump for adding 1 new card - Robomaiden of Sky, Arenia. The more unoccupied zones the opponent has, the more powerful she is. While theoretically her stats could be very high, just if your opponent has 1 Spell or Trap Card and 1 Monster Card, her ATK will be 1800 and her DEF will be 2200 - and even lower if your opponent controls more cards.

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