Max Darkness Posted July 7, 2009 Report Share Posted July 7, 2009 This is a new idea I've expanded recently. A set in which manipulation of the battlefield is the key: [spoiler=Backstory]DarkCity; the once-prosperous capital of a destructive race. They commanded technology and power that the other races in this galaxy could not dream of. Their fleets and armies removed all opposition to their regime. Once-proud civilisations fell before this incredible force. However, their rampage could not last forever. Many races banded together to combat this menace, but it was not necessary.This all-consuming civilisation had a weakness no-one had expected. Themselves. It was arrogance, not armies that destroyed them. Fear, not fleets. And terror, not technology. As they crumbled, so did their cities. All but one disappeared as their home planet fell into the shadows. That one survivor became known as DarkCity.Forever covered with toxic smog and vapours, it is now in ruins; but is still home to twisted creatures that some dismiss as myths, that is how depraved these new inhabitants are. They are the descendants, the machines, and the genetic creations of this disgraced people. They are truly horrifying, as they pray on your very emotions and doubts.And who was this now-fallen race I hear you ask? Well, we had many names for them, mostly obscene. But they called themselves...human. [spoiler=Effect Monsters] Effect: When this card is summoned, add 1 "DarkCity" Spell Card to your hand from your Deck and activate it. When this card is destroyed and you take Battle Damage, Special Summon 1 DARK monster with ATK equal to or less than the Battle Damage you took. Effect: As long as this card remains face-up on the field, if a "DarkCity" Field Spell Card would be removed from the field, you can decrease this card's ATK and DEF by 500 to negate the effect. Effect: As long as a "DarkCity" Field Spell Card remains face-up on the field, once per turn, add 1 removed from play "DarkCity" card to your hand. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand when a "DarkCity" monster on your side of the field is destroyed. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, both players can add 1 Spell or Trap Card from their Graveyard to their Deck. [spoiler=Fusion Monsters] Effect: The Fusion Materials for this card are any 2 "DarkCity" Field Spell Cards. This card can only be Special Summoned from your Fusion Deck by sending to the Graveyard the above cards you control (You do not use "Polymerization"). If a face-up "DarkCity" Field Spell Card would be removed from the field, you can remove from play 1 "DarkCity" card in your Graveyard to negate the effect. When this card is destroyed, add 1 "DarkCity" Field Spell Card to your hand from your Graveyard. [spoiler=Synchro Monsters] Effect: 1 Tuner + 1 or more non-Tuner monstersAs long as a "DarkCity" Field Spell Card remains face-up on the field, this card cannot be destroyed by battle. (Damage calculation is applied normally). Once per turn, during your End Phase, you can discard up to 3 cards from your hand. If you do, your opponent must discard an equal number of Spell Cards from their hand during the Draw Phase before they draw. [spoiler=Non-Field Spell Cards] [spoiler=Trap Cards] [spoiler=Field Spell Cards] Effect: Discard 2 Spell Cards from your hand to activate this card. As long as this card remains face-up on the field, both player's Monster Card Zones are also treated as Spell & Trap Card Zones. If this card is removed from the field, move as many Spell & Trap Cards in your Monster Card Zones as possible to your Spell & Trap Card Zones, then destroy all Spell & Trap Cards in your Monster Card Zones. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck. Effect: Discard 2 Trap Cards from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, Special Summon 1 "DarkCity Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) on the destroyed monster's controller's side of the field. When this card is removed from the field, inflict an amount of damage to both players equal to the number of "DarkCity Token" Cards on their side of the field x 300. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck. Effect: Discard 1 Spell Card and 1 Trap Card to activate this card. Both players must Special Summon as many monsters as possible. As long as this card remains face-up on the field, neither player can summon monsters. During each player's End Phases, destroy 1 monster on the field summoned by this card's effect. When all cards summoned by this card's effect are destroyed, this card is returned to your Deck. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck. Effect: Discard 1 Monster Card and 1 Spell Card from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, put 1 DarkCity Counter on this card. When this card is removed from the field, add a number of cards to your Deck from either player's Graveyard equal to the number of DarkCity Counters on this card. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck. Effect: Discard 2 Monster Cards from your hand to activate this card. As long as this card remains face-up on the field, during each of your opponent's Draw Phases, they roll 1 six-sided die. Until your Draw Phase, they can activate a number of Spell Cards equal to or less than the result of the die roll. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck. Effect: Discard 2 "DarkCity" cards from your hand to activate this card. As long as this card remains face-up on the field, your Monster Card Zones are also treated as Spell & Trap Card Zones and your Spell & Trap Card Zones are also treated as Monster Card Zones. When this card is destroyed, all Spell & Trap Cards in your Monster Card Zones are destroyed and all Monster Cards in your Spell & Trap Card Zones are destroyed. Effect: Discard 3 "DarkCity" cards from your Deck to activate this card. Once per turn, during your Main Phase, add 1 "DarkCity" Field Spell Card to your hand from your Deck. As long as this card remains face-up on the field, this card's controller's Spell & Trap Card Zones are also treated as Field Card Zones. If this card is removed from the field, all cards on your side of the field are destroyed. [spoiler=Disgraced Creations] Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 "DarkCity" monsters from your Deck. During your Damage Step, the effects of Trap Cards that target "DarkCity" monsters on your side of the field are negated. As long as this card remains face-up on the field, neither player can activate Continuous Spell Cards. Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from the Graveyard. During your Damage Step, you can Tribute 1 face-up DARK monster on your side of the field to negate the activation of Trap Cards. When this card destroys a monster, put 1 DarkCity Counter on this card (Max. 5). When this card is destroyed by battle, draw a number of "DarkCity" cards equal to the number of DarkCity Counters on this card. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 5 different "DarkCity" Field Spell Cards from your field. As long as a "DarkCity" Field Spell Card is face-up on the field, this card's ATK and DEF are treated as 4000 and 3900. Once per turn, select 1 face-up Spell or Trap Card on your opponent's side of the field. This card gains the effect of the selected card, until your End Phase. This card cannot be destroyed by Spell or Trap Card effects. When this card is destroyed, this card is treated as a Field Spell Card with the following effect:- As long as this card remains face-up on the field, each time your opponent activates a Spell or Trap Card, they toss a coin and call it. If they call it wrong, the effect is negated and the card is destroyed. I've been rather ambitious with the effects, so any OCG fixes people can give would be welcomed. Plus, if people can come up with better names for DarkCity #1-5, it would be thanked. 1,000TH POST!!!!! Link to comment Share on other sites More sharing options...
Rehva Posted July 7, 2009 Report Share Posted July 7, 2009 3 Words. THIS IS EPIC!!!!! 10/10 For your 1000th Post Link to comment Share on other sites More sharing options...
Max Darkness Posted July 7, 2009 Author Report Share Posted July 7, 2009 3 Words. THIS IS EPIC!!!!! 10/10 For your 1000th Post Well thanks! Link to comment Share on other sites More sharing options...
Immortal Chaos Posted July 7, 2009 Report Share Posted July 7, 2009 Wow, 9.9/10, very nice Link to comment Share on other sites More sharing options...
ragnarok1945 Posted July 7, 2009 Report Share Posted July 7, 2009 Pics and effects are epic. Among the best cards I've seen 9.9/10 Link to comment Share on other sites More sharing options...
Max Darkness Posted July 7, 2009 Author Report Share Posted July 7, 2009 Thanks all! Link to comment Share on other sites More sharing options...
Angel of Silence Posted July 7, 2009 Report Share Posted July 7, 2009 The cards rock. Congrats. Link to comment Share on other sites More sharing options...
.:Traceur:. Posted July 7, 2009 Report Share Posted July 7, 2009 hmm...this cards are pretty good...the effects would make a great strategy...just a mistake you made in all cards...The sentence: "Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card from your Deck/Graveyard to your hand and activate it."and "DarkCity Token" Card= "DarkCity Tokens" Pics are great...the effects are original... Overall: 9/10 ('cause the mistakes) :D --Make some monster cards for support...:D Link to comment Share on other sites More sharing options...
Wolfbat Master Posted July 7, 2009 Report Share Posted July 7, 2009 9/10cool Link to comment Share on other sites More sharing options...
chizuruotohime Posted July 9, 2009 Report Share Posted July 9, 2009 3 Words. THIS IS EPIC!!!!! 10/10 For your 1000th Post Well thanks! I agree with anbuman 100%~!!! 15/10 great images as well~!! Link to comment Share on other sites More sharing options...
Max Darkness Posted July 10, 2009 Author Report Share Posted July 10, 2009 Thanks all! And DominikIII, support is being made. Link to comment Share on other sites More sharing options...
snyperfox2003 Posted July 10, 2009 Report Share Posted July 10, 2009 these cards are krazi! imagine a full deck of these types of cards. it would be one tough deck to beat Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted July 10, 2009 Report Share Posted July 10, 2009 should specify which DC field spell you can add so that the player must acquire them in order. will see about ocg later Link to comment Share on other sites More sharing options...
Max Darkness Posted July 10, 2009 Author Report Share Posted July 10, 2009 should specify which DC field spell you can add so that the player must acquire them in order. will see about ocg later Those names are temporary, I just haven't come up with better names yet.But getting them in order is an intreging idea... Link to comment Share on other sites More sharing options...
Tortoise Kyle Posted July 10, 2009 Report Share Posted July 10, 2009 almost perfect but you should make a 'dark city king' or something like that 9.5/10 Link to comment Share on other sites More sharing options...
Max Darkness Posted July 10, 2009 Author Report Share Posted July 10, 2009 Support, more Field Spell Cards and a Backstory added. Link to comment Share on other sites More sharing options...
Alcander Posted July 10, 2009 Report Share Posted July 10, 2009 10/10, very nice cards. Link to comment Share on other sites More sharing options...
SataroMiyaki Posted July 10, 2009 Report Share Posted July 10, 2009 They are awesome ^_^ I wish I would have thought about that before >.> Link to comment Share on other sites More sharing options...
megaraptor Posted July 10, 2009 Report Share Posted July 10, 2009 cool cards Link to comment Share on other sites More sharing options...
Max Darkness Posted July 11, 2009 Author Report Share Posted July 11, 2009 Bump Link to comment Share on other sites More sharing options...
Zauls Posted July 11, 2009 Report Share Posted July 11, 2009 I can see many OCG errors in these cards and also some of the pics are absolutely pathetic. But the idea is pretty cool.6/10 BTW congrats on 1000 posts. Link to comment Share on other sites More sharing options...
Angel of Silence Posted July 11, 2009 Report Share Posted July 11, 2009 These are awesome dude! I love the story behind it. 10/10 Link to comment Share on other sites More sharing options...
Max Darkness Posted July 11, 2009 Author Report Share Posted July 11, 2009 I can see many OCG errors in these cards and also some of the pics are absolutely pathetic. But the idea is pretty cool.6/10 Could you point out the OCG errors please and which images are poor. Link to comment Share on other sites More sharing options...
lacikus Posted July 11, 2009 Report Share Posted July 11, 2009 Awesome pics effects to 9.987654/10 Link to comment Share on other sites More sharing options...
Max Darkness Posted July 12, 2009 Author Report Share Posted July 12, 2009 Bump Link to comment Share on other sites More sharing options...
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