EnkoMaun Posted July 19, 2009 Report Share Posted July 19, 2009 I'm probably right, sensing that I am not acknowledged in WC. So, if these stuff aren't commented on either, I'm quitting WC. I made improved rip-offs of Slivers, Suspension and tapping mana.I'll create more if I get more comments. Well, enjoy, and PLEASE comment.[spoiler=The cards]Matter Invoker (* * *) EARTHSpellcaster/Effect - ATK 1500 DEF 1000All "Invoker" monsters gain the following effect:* Increase the ATK and DEF of this card by 500. Spirit Invoker (* * *) LIGHTSpellcaster/Effect - ATK 1500 DEF 1000All "Invoker" monsters gain the following effect:* If this card inflicts Battle Damage to your opponent, draw 1 card. Mental Invoker (* * *) WATERSpellcaster/Effect - ATK 1500 DEF 1000All "Invoker" monsters gain the following effect:* Once per turn, if this card would be destroyed by battle, Special Summon it after damage calculation. Planar Invoker (* * *) WINDSpellcaster/Effect - ATK 1500 DEF 1000All "Invoker" monsters gain the following effect:* If this card inflicts Battle Damage to your opponent, discard 1 card from your opponent's hand. Inner Invoker (* * *) DARKSpellcaster/Effect - ATK 1500 DEF 1000All "Invoker" monsters gain the following effect:* Tribute this card to destroy Spell or Trap Cards on the field up to the number of "Invoker" monsters on the field. Passion Invoker (* * * * *) FIRESpellcaster/Effect - ATK 1500 DEF 1000All "Invoker" monsters gain the following effect:* Tribute 1 monster on the field to inflict damage equal to the number of "Invoker" monsters on the field x300. Dimensional Invoker (* * * * * * *) DARKSpellcaster/Effect - ATK 1500 DEF 1000All "Invoker" monsters gain the following effect:* This card can attack your opponent directly. Strato Warrior (* * * *) LIGHTWarrior/Effect - ATK 1800 DEF 1000Flip face-up Spell or Trap Cards on your side of the field face-down to inflict 500 damage to your opponent's Life Points equal to the number of face-up Spell or Trap Cards flipped face-down. This card cannot attack during the turn this card was Special Summoned. Carelon Waltukh (* * * *) FIREFiend/Effect - ATK 1500 DEF 1500Flip face-up Spell or Trap Cards on your side of the field face-down to destroy Spell or Trap Cards your opponent controls equal to the number of face-up Spell or Trap Cards flipped face-down. D.D. Elite Warrior (* * * * *) LIGHTWarrior/Effect - ATK 1900 DEF 1400If this card is in your hand, you may remove it from play. Normal Summon this card during your 1st Standby Phase after activation, without Tributing. D.D. Elite Assaliant (* * * * * *) LIGHTWarrior/Effect - ATK 1500 DEF 1600If this card is in your hand, you may remove it from play. Normal Summon this card during your 2nd Standby Phase after activation, without Tributing. If this card is Normal Summoned this way, remove up to 2 monsters from play. D.D. Elite Survivor (* * * *) LIGHTWarrior/Effect - ATK 1500 DEF 1500If a monster would be removed from play, remove from play 2 cards from the top of your opponent's Deck to Special Summon 1 monster removed from play to your side of the field. D.D. Elite Guide (* * * * * * *) LIGHTWarrior/Effect - ATK 2000 DEF 1200If this card is in your hand, you may remove it from play. Normal Summon this card during your 3rd Standby Phase after activation, without Tributing. If this card is Normal Summoned this way, destroy all Set Spell or Trap Cards on the field and remove from play all Spell Cards. D.D. Meister (* * * * * * * *) DARKFiend/Effect - ATK 3000 DEF 3000If this card is in your hand, you may remove it from play. If there are no monsters on your side of the field, Normal Summon this card during your 3rd Standby Phase after activation, without Tributing. If this card is Normal Summoned this way, increase the ATK of all "D.D." monsters by 1000, except this card. Orbiting FlamesNormal Spell CardTribute 1 monster on your side of the field to inflict damage to your opponent's Life Points equal to the numbers on your side of the field x200. If this card is sent to your Graveyard after it resolves, you may pay 500 Life Points to take this card back to your hand. RazeNormal Trap CardActivate only when a Spell or Trap Card is activated. Negate the activation of the Spell or Trap Card and send all cards with the same name from both player's hands and Decks to the Graveyard. If this card is sent to your Graveyard after it resolves, you may Tribute 1 monster on your side of the field to take this card back to your hand. Sacrificial Luck *help with OCG*Normal Trap CardYour opponent tosses a coin and calls it until he/she calls it wrong. Inflict 400 damage to your opponent's Life Points for each time he/she called it right. If this card is sent to your Graveyard after it resolves, you may discard 1 card from your hand to take this card back to your hand. Blade BoomerangNormal Spell CardDesignate 1 monster your opponent controls. If it's ATK is 2000 or less, destroy it. If it's ATK is 2100 or more, flip it face-down. If this card is sent to your Graveyard after it resolves, you may Tribute 1 monster from your side of the field to take this card back to your hand. Journeyman's Treasures (* * *) EARTHWarrior/Effect - ATK 1400 DEF 100Send this card from your hand to your Deck. Then shuffle your Deck and draw 1 card. Link to comment
Umbra Posted July 19, 2009 Report Share Posted July 19, 2009 Dimensional Invoker + Matter Invoker + Spirit Invoker = Draw three cards per turn and have 3 2000 ATK direct attackers. Srsly. Overall, I like the set. Link to comment
EnkoMaun Posted July 19, 2009 Author Report Share Posted July 19, 2009 well, thx. Yay to commenting. Link to comment
玄魔の王 Posted July 20, 2009 Report Share Posted July 20, 2009 The cards seem good to me, and very powerful, but I'm not a huge fan of ripping off a whole other game. Then again, f**k Magic the gathering. Power to the Duelists! Link to comment
vamp6x6x6x Posted July 20, 2009 Report Share Posted July 20, 2009 There is only one main problem I see with this and that is that in the game of yugioh monsters that gain the effects of other monsters like that are basicly useless for the following reasons: In the game yugioh if you play by the rules you can only normal summon one monster per turn, and only five monsters can be on the field at once; while in MTG you can summon as may creatures as you have mana for, and have an unlimited amount of creatures on the field at once. But if your rich you can do anything no problem because you can screw the rules. Link to comment
Umbra Posted July 20, 2009 Report Share Posted July 20, 2009 Five monsters is more than enough. Heck, Mental Invoker keeps ALL of them from being destroyed by battle, Inner Invoker clears their backrow with a few Tributes, Spirit Invoker generates massive draw power, Planar Invoker is hand control for all of them... Even with two creatures, you can draw two cards per turn and inflict 3000 Battle Damage. Link to comment
vamp6x6x6x Posted July 20, 2009 Report Share Posted July 20, 2009 Five monsters is more than enough. Heck' date=' Mental Invoker keeps ALL of them from being destroyed by battle, Inner Invoker clears their backrow with a few Tributes, Spirit Invoker generates massive draw power, Planar Invoker is hand control for all of them... Even with two creatures, you can draw two cards per turn and inflict 3000 Battle Damage.[/quote'] Yes that may be true 5 is enough, but keeping them on the field til you can summon all 5 will be the hardest part Link to comment
Umbra Posted July 20, 2009 Report Share Posted July 20, 2009 Five monsters is more than enough. Heck' date=' Mental Invoker keeps ALL of them from being destroyed by battle, Inner Invoker clears their backrow with a few Tributes, Spirit Invoker generates massive draw power, Planar Invoker is hand control for all of them... Even with two creatures, you can draw two cards per turn and inflict 3000 Battle Damage.[/quote'] Yes that may be true 5 is enough, but keeping them on the field til you can summon all 5 will be the hardest part Five is more than enough. Even two monsters can cause a lot of advantage. Link to comment
vamp6x6x6x Posted July 20, 2009 Report Share Posted July 20, 2009 Five monsters is more than enough. Heck' date=' Mental Invoker keeps ALL of them from being destroyed by battle, Inner Invoker clears their backrow with a few Tributes, Spirit Invoker generates massive draw power, Planar Invoker is hand control for all of them... Even with two creatures, you can draw two cards per turn and inflict 3000 Battle Damage.[/quote'] Yes that may be true 5 is enough, but keeping them on the field til you can summon all 5 will be the hardest part Five is more than enough. Even two monsters can cause a lot of advantage. I see what you mean. I like this idea of Slivers for yugioh, it is a good idea. Link to comment
EnkoMaun Posted July 20, 2009 Author Report Share Posted July 20, 2009 Added 5 more cards, 4 that rip-off Buyback, and 1 that doesn't have anything to do with MTG. I luvvz the comments! Link to comment
玄魔の王 Posted July 20, 2009 Report Share Posted July 20, 2009 There is only one main problem I see with this and that is that in the game of yugioh monsters that gain the effects of other monsters like that are basicly useless for the following reasons: In the game yugioh if you play by the rules you can only normal summon one monster per turn' date=' and only five monsters can be on the field at once; while in MTG you can summon as may creatures as you have mana for, and have an unlimited amount of creatures on the field at once. But if your rich you can do anything no problem because you can screw the rules.[/quote'] Thank you for your commentary Kaiba. The cards I see here are good cards, hell almost overpowered cards. So I enjoy them. Link to comment
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