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[Lock] Newb Defense League [Lock]


Max Darkness

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A Shaman King fic' date=' eh? Nice going, Necro.

 

And Max, some time ago now, I donated 1500 points to the Newb pot. Could add me to the donator list?

[/quote']

 

Yes, it is nice. NOW IF ONLY SOMEONE WOULD POST THERE!!! Sorry, just tired of my lately dead threads that I've been posting. And if you read the plot, it's not purely SHaman King, its also Bleach, Naruto, One Piece, and 5D's. A blend of my addictions.

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Making an Archtype called Nightman

 

DARK - Hand Flooding/ANTI-Meta Effect.

 

Eg.

Flip: Inflict 500 Damage to your opponent's Life Points for every card in your hand. If you have no cards in your hand, Draw 5 cards.

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@ Cindy: Draw power needs to be offset with large problems. "Allure of Darkness" RFPs a DARK monster (otherwise you discard everything), "Trade-In" discards a Level 8 monster and "Card Destruction" and "Hand Destruction" are simple give and takes.

 

With this, being a Flip Monster, it'll most likely be low-level (easy to summon). So you can empty your hand (which isn't difficult after a few turns) and then get a whole new hand with no drawback and the possibility to tribute the Flip Summoned monster.

 

And if you don't have an empty hand, you could cause around 1000/1500 damage for each flip. (Then use "The Shallow Grave" or "Soul Reversal" to recycle this.) In a pair of words, very overpowered.

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Card-wise' date=' what would you call generic WIND monster effects? I'm making a WIND trump card and can't think of any good effects...

[/quote']

 

Spell and Trap card removal spring to my mind. I don't know for sure, I never use Wind monsters, however one kid I know uses Swift Birdman Joe, and he has a destroy two Spell or Trap cards effect.

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What do you think?

 

rs5u7q.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing any number of your Speed Counters. This card's Level is equal to the number of Speed Counters removed and this card's ATK and DEF are equal to this card's Level x 400. This card is also treated as a Winged-Beast Type monster. This card gains the following effects based on the number of Speed Counters removed to summon it: - 2: When this card is Summoned, return 1 card from both your and your opponent's side of the field to the top of its owner's Deck. - 4: When this card destroys a monster by battle, return 1 Spell or Trap Card on the field to its owner's hand. - 6: If this card battles a non-WIND monster, this card inflicts Piercing Damage. When this card is targeted by an opponent's card effect, destroy 1 Spell or Trap Card on the field. - 8 or more: When this card is Summoned, you can destroy up to 3 Spell or Trap Cards on the field. During each of your End Phases, return 1 face-down card on the field to the top of its owner's Deck. When this card is removed from the field by an opponent's Trap Card effect, destroy all Spell and Trap Cards your opponent controls.

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Thanks Max. I can't believe that one part, i forgot about the Majestic Star dragon returning to the extra deck, so i have to re-think that card. But anyhow, thanks. And you all have a good week and I hope I can come on again before I permanently leave until August, but I have to work on my finals. And I absolutely hate algebra. I love geometry and all that, though.

Also, @ Max: I was also hoping it could keep its effect where you could fusion summon it during your opponents turn, for an advantage. Accel Syncho's can, so why not fusions?

 

[spoiler=Three new effects added. Effect]

"Majestic Star Dragon OR your opponent’s Majestic Star dragon" + "Stardust Dragon" + "Stardust Xiaolong" + "Majestic Dragon"

This card can be Fusion Summoned during your opponent's turn if your opponent has an “Majestic Star Dragon” on the field. This card is unaffected by the effects of your opponents Spell and Trap cards. This card cannot be Fusion Summoned except by removing from play Fusion Material Monsters you control that are listed above. Once per turn, until the End Phase, you can have this card gain 1 of the Fusion Material Monster's effect(s) OR you can activate the effect(s) of a monster in either player's Graveyard and treat it as if it were this card's effect. During your Main Phase, your opponent selects two monsters from your Deck. Add the selected monsters to your opponent’s hand. While your opponent controls the selected monsters, this card can attack directly. If you have 5 or more Synchro OR Fusion monsters in your graveyard, you can increase this cards ATK and DEF by 800 for each Synchro monster in your graveyard.

 

 

The ATK and DEF will be 4000.

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@ XzY: There's only one monster that can be summoned from the Extra Deck at the moment by Tributing monsters your opponent controls and that's "Chimeratech Fortress Dragon", which requires "Cyber Dragon" and can only fuse Machine-Types.

 

Also, since "Majestic Star" returns itself at the end of the turn, it won't be there during your opponent's turn so why allow the Fusion Summon during a time the Fusion Materials don't exist? And Accel Synchros are just another way to make Synchro Monsters even more broken. Think about 'Advanced' Fusion Summon. It can't be done during your turn, since it's treated as a normal Fusion Summon.

 

And why would your opponent want your monsters? Traps and Spells I can understand (2 "Brain Control" cards = win) but monsters no. After all, if you're playing a dedicated "Stardust" Deck (so large number of Dragons, Tuners and Support Cards) and your opponent's using a "Monarch" Deck (Special Summoning monsters, multiple Normal Summons, negation Traps) why would they want a card they won't even use? You're milling your own Deck. Why not just get it over with and activate "Needlebug Nest"?

 

Finally, that last effect is stupidly overpowered. If I have 6 Synchros in my Graveyard (which is easy in a dedicated Synchro Deck), this card would gain 4800 ATK, putting it at 8800... A Level 10 Synchro that can out-gun a "Megamorph"-equipped "Wicked Dreadroot". Right...

 

Re-think it. Seriously.

 

 

@ Dark: Generic Fiend Support and draw power, along with "Double Costen" and monsters that Special Summon themselves or swarm, plus a load of negation Traps to stop your opponent.

 

(Interesting thing is, "Yubel", despite being almost invincible, is completely wiped out by a single "Dark Core"...)

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Have Fun.

 

˙ʇɐɥʇ op uɐɔ I ˙ɟɟnʇs puıǝɟ ɔıɹǝuǝפ ˙ʇɐǝɹƃ sɐʍ sɹǝʇsuoɯ puıʍ ɹoɟ ǝpɐɯ noʎ pɹɐɔ ǝɥʇ ʇɐɥʇ ʎɐs ʇsnɯ I ˙xɐW noʎ ʞuɐɥ┴

 

[spoiler=Translation]

Thank you Max. I must say that the card you made for wind monsters was great. Generic feind stuff. I can do that.

 

 

We all know that Synchro Summoning is a type of Special Summoning right? Well, who's to say that say, a Relenquished Ritual Summoned by Removing from Play Djinn, Releaser of Rituals doesn't stop Special Summoning. It does. Maybe we overlooked this single fact. Stopping Special Summoning stops the Synchros. Sadly, this restricts us at time, but not with the previous combo. I have given this some thought, now I will make a set based around this.

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@ Dark and Clair: Yes, a lockdown of Special Summoning will kill any Synchro, Fusion or Ritual Deck. The problem is a lot of those effects are Monster Effects, meaning you have to keep that monster alive. Also, good deal of Special Summon-lockdown cards are either the high-level Fairy-Type monsters or related to Rituals; two Decks that people don't really use.

 

It is possible yes. But it's difficult given the number of monster-destroying Spells and Traps.

 

(And Dark, remember my "Synchro" archetype?)

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@ Dark and Clair: Yes' date=' a lockdown of Special Summoning will kill any Synchro, Fusion or Ritual Deck. The problem is a lot of those effects are Monster Effects, meaning you have to keep that monster alive. Also, good deal of Special Summon-lockdown cards are either the high-level Fairy-Type monsters or related to Rituals; two Decks that people don't really use.

[/quote']

 

[spoiler=]

SummonLimitLODT-EN-C-1E.png

RoyalOppressionCP08-EN-C-UE.jpg

KaiserColosseumDR1-EN-C-UE.jpg

BlackHornofHeavenCDIP-EN-R-1E.jpg

 

To name a few...

Don't forget Bottomless, Mirror Force, or Dimensional Prison either.

 

Synchros can be stopped like any other monster.

 

 

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Well, how about zone lock down. Ojama Knight is easy to bring out and locks two monster card zones. Than if you have three different colored Ojama's, you could bring out Ojama King, which locks three zones, so your opponent has no monsters to defend with. So, in other words, Ojama's rocks against Synchro's.

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Well' date=' how about zone lock down. Ojama Knight is easy to bring out and locks two monster card zones. Than if you have three different colored Ojama's, you could bring out Ojama King, which locks three zones, so your opponent has no monsters to defend with. So, in other words, Ojama's rocks against Synchro's.

[/quote']

 

Synchros get out way faster than Ojamas.

 

And they will get nuked by several Spells/Traps.

 

I want them to die anyway. They may be stoppable' date=' but they are still to easy to get out, and they usually have some big OP'ed effect to go with it.

[/quote']

 

'Tis the metagame, honey~

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