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My mecha warrior cards


The0

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I'm gonna be honest...OCG is BAD!!! But luckily for you, I'm gonna show you how the OCG should be for these cards...

 

1.) Mecha Warrior City: First off, this should probably be a field spell instead of a normal spell. Here's how the OCG should be:

~As long as this card remains face-up on the field you can Special Summon a "Mecha Warrior" if another "Mecha Warrior" is already on the field. The Summoned monster's ATK must be weaker than the "Mecha Warrior" already on the field.

 

2.) Grey Mecha Warrior: I have no idea what exactly you were trying to say with this, but here's what I'm getting...

~"Yellow Mecha" + 1 or more non-tuner monster

When this card is successfully Synchro Summoned it's ATK becomes equal to the total ATK of the monsters used to Summon this card. This card is unaffected by Spell and Trap cards.

 

3.) Yellow Mecha Warrior:

~When this card is Normal Summoned it gets 2 counters. This card can only be destroyed by battle if both counters are removed from this card by means of battle. When this card is destroyed as a result of battle you can Special Summon another "Yellow Mecha Warrior" from your Deck to your side of the field in Defense position.

 

4.) Red Mecha Warrior:

~When this card is destroyed you draw 2 cards and show them to your opponent. Your opponent then sends one card to the Graveyard. The other card goes back to the top of your Deck.

 

5.) Mecha Cannon: This should be a quick-play spell.

~Increase the ATK of all "Mecha Warrior" monsters on the field by 500 points.

 

6.) Surprise!!:

~This card can only be activated during your opponent's Battle Phase. Destroy 1 monster on your opponent's side of the field with the highest ATK. (If it's a tie then you choose) You can then Special Summon one "Mecha Warrior" from your graveyard in Attack position.

 

7.) Sunrise Mecha Warrior: This one actually works...

~1 Tuner Monster + 1 or more non-tuner monsters

When this card is successfully Synchro Summoned you can destroy 2 cards on the field.

 

8.) War Station Mecha Warrior: Make the lore longer...

 

9.) Chaos!!!:

~Tribute all monsters on your side of the field to destroy your opponent's Field Spell card.

 

10.) Soldier Mecha Warrior: Longer lore...

 

11.) Assassin Mecha Warrior:

~Once per turn you can pay 250 Life Points to make this card inflict Direct Damage to your opponent. If this is the case, this card is turned into Defense position during the End Step.

 

12.) Michro Mecha Warrior:

~During your Standby Phase, if this card is in your Graveyard, you can Special Summon this card in Attack position.

 

That's about all I can think of. *phew*

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Aiku: MACHINES!!!! (...) Why am I screaming?

 

OCG (Original Card Grammar): You need to work on it, it's really not good.

she = doesn't exist in YGO.

speciale = Special Summon

one = 1

attack = ATK

on the ground = do you mean bottom?

So much that this card is on the field = As long as this card is on the field or Nothingif it's a Field Spell Card.

Effect: Put two other effects in your Normal monsters, but in general the effects are okay.

Image and Name: Average fit.

 

Overall: 6.2/10

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