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Max Darkness

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@Max: Thanks Max.

 

@all: Its a Shame he left, and I wish I didn't leave, but b/c of my lack of money, I can't stay in college during the summer and do summer classes and I really don't want to be bothered why working at home, so all come check out the post I am going to be leaving you today, when i get it posted that is, and then I will leave you all a Link.

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Guys, if you don't remember my "DarkCity" archetype, it was based on numerous Field Spell Cards, the trump of which was this:

 

14jm1hj.jpg

b] Send 3 "DarkCity" cards from your Deck to the Graveyard to activate this card. You can add 1 "DarkCity" Field Spell Card from your Deck to your hand instead of conducting a normal draw in your Draw Phase. As long as this card remains face-up on the field, this card

 

 

While the archetype was based on the Field Spells, it did have a small number of monsters, whose effects revolved around protection and activation of the "DarkCity" Field Spells. It's trump card was originally the city's ultimate creation:

 

 

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 you control. As long as a "DarkCity" Field Spell Card is face-up on the field, this card gains 500 ATK and DEF. 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 moved to your Field Card Zone and 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.

 

 

As you can see, it turns into a Field Spell on it's destruction, rendering the controller even more power. Of course, it is very difficult to summon, requiring the five of the possible 11 Field Spells you control be RFPed and all must be different. However, I am working on both a new trump card and re-working "DarkCity's Creation"...so I'll keep you guys updated.

 

The Fallen City shall claim the lives it lost...

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@ Dark: Glad you like them; but "DarkCity's Creation" has recieved a re-work to fit in more with the 5Ds theme of Synchro, Synchro, Synchro. As such, it has become a potent Level -10 Dark Synchro with a specific Dark Tuner; and it now has a even more powerful, feral "Unleashed" form...

 

(It truly is amazing that when Yusei attempted to build a non-Synchro Deck, he had no clue what to do. "Lightsworns", "Gladiator Beasts", "Relinquished", "Elemental Heroes", even "Monarchs" and a larger number of destructive Traps and staple Spells anyone?)

 

 

2d3udc.jpg

p><p>[align=center][i]Master of the fallen city, created by hands that destroyed themselves, rise to deliver your emotionless judgement. Dark Synchro! Great tyrant, DarkCity

 

http://i40.tinypic.com/29feemq.jpg' alt='29feemq.jpg'>[/align]

 

Effect: 1 DARK non-Tuner monster - "DarkCity Ghouls"

As long as a "DarkCity" Field Spell Card is face-up on the field, this card gains 500 ATK and DEF. 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 moved to your Field Card Zone and treated as a Field Spell Card with the following effect (If you control a face-up "DarkCity Subversion", its effect is negated):

- 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.

 

 

 

[align=center]DarkCity's true ruler, shrouding it in shadows and consuming the souls of all within it, be born from the ruins! Final vision of darkness, DarkCity's Creation Unleashed!

 

2laqzhv.jpg[/align]

 

Effect: This card cannot be Special Summoned from the Graveyard or Removed from Play Zone. This card can only be Special Summoned from the Extra Deck during the End Phase of a turn a face-up "DarkCity's Creation" you controlled was destroyed by an opponent's card effect. Spell and Trap Cards cannot be activated in response to this card’s Special Summon. While you control a face-up “DarkCity” Field Spell Card, this card gains 750 ATK and DEF. While you control a face-up “DarkCity’s Creation”, this card gains 1000 ATK and DEF and can attack twice during your Battle Phase. As long as this card remains face-up on the field, your opponent cannot activate Field Spell Cards and once per turn, if a Field Spell Card would be removed from the field, it is not. This card is unaffected by your opponent’s card effects. When this card battles an opponent’s monster, that monster’s effect is negated. When this card is destroyed, you can Special Summon 1 “DarkCity’s Creation” from your Graveyard OR place 1 “DarkCity’s Creation” Field Spell Card you control in an unoccupied Monster Card Zone in face-up Attack Position.

 

 

I realise they are long effects, but I can't stand short effects, because usually, they are almost always one of overpowered, underpowered or so generic it's painful. Please read them through, because it's only through long effects that true balance and creativity can shine.

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Okay, the cards are gret, but how can you control 3 DarkCity Field Spell cards? Do they not destroy one another when activated? That's my only question, and the cards a great Max. More works of art. Do you think I can get OCG fix? I am trying to make more cards.

 

 

 

When this card is activated, select 2 monsters on the Field and put one "Burn Counter" on both monsters. A monster with a "Burn Counter" has it's Atk is reduced by 200 during each of your Standby Phases. If a monster's Atk is reduce to 0 by the effect of a "Burn Counter", destroy that monster.

 

 

I would include the card, but I'm getting those annoying error messages again. I'll have to put it on Photobucket.

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@ Dark: Check "DarkCity Subversion" in my previous post but one. It treats all the controller's Spell and Trap Card Zones as Field Card Zones, allowing you to control up to 6 Field Spells. Combined with another Field Spell which also converts all the Monster Card Zones into Field Card Zones, you could control up to 11 Field Spells.

 

 

OCG Fix:

 

When this card is activated, select up to 2 face-up monsters on the field and put 1 Burn Counter on each selected monster . A monster with a Burn Counter loses 200 ATK during each of your Standby Phases. If a monster's ATK is reduced to 0 by this effect, destroy that monster.

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"When this card is activated, select up to 2 Face-Up monsters on the field and put 1 Burn Counter on each selected monster. A monster with a Burn Counter loses 200 ATK during each of your Standby Phases. If a monster's ATK is reduced to 0 by this effect, destroy that monster."

wheres the rest of the card?

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I'm planning to make a "DarkCity" Deck one of the decks used by the reborn Dark Signers, since I've already got;

 

Hiro: Ccapac Apu: Dark Machines, followed by Dark Rituals (with the same Dark Synchros).

 

Erika: Aslla Piscu: Staple Dark, replaced by "Archfiends".

 

Gemma: Chacu Challhua: Dark Synchro Water and "Ice Barrier" (the only Dark Signer who uses Synchros a lot)

 

Akira: Uru: Probably "DarkCity" (doesn't use his "Earthbound" a great deal)

 

Raiza: Ccarayhua: Dark Dragons (with "Yamaraj, Apocalypse Dragon" as his trump)

 

???: Cusillu: "Occult Science" and "Malevolent" counterparts

 

 

Note: "E.I. Wiraqocha Rasca" was never reclaimed by a new Dark Signer. Hiro defeated the spectre of Godwin and keeps it in his Deck for the summoning of Fusion Monsters, but he does not actually summon it.

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@ Dark: Check "DarkCity Subversion" in my previous post but one. It treats all the controller's Spell and Trap Card Zones as Field Card Zones' date=' allowing you to control up to 6 Field Spells. Combined with another Field Spell which also converts all the Monster Card Zones into Field Card Zones, you could control up to 11 Field Spells.

 

 

[b']OCG Fix:[/b]

 

When this card is activated, select up to 2 face-up monsters on the field and put 1 Burn Counter on each selected monster . A monster with a Burn Counter loses 200 ATK during each of your Standby Phases. If a monster's ATK is reduced to 0 by this effect, destroy that monster.

 

Did I give you that idea of having more Zones? lawl. Nah, I know I didn't, but its cool and controlling 6 Filed Cards? Why would you want that?

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@ XzY: "DarkCity" was my 2,000th post idea. I noticed that all archetypes relied on monsters for the bulk of their effects, so I decided to see if you could work it the other way; an archetype based on a type of Spell or Trap. I chose Field Spells after finding some awesome art on Deviantart and noting that Field Spells featured in so few Decks. (This was before "5Ds" and thus the "Earthbound Immortals".)

 

The reason is that the "DarkCity" archetype revolves completely around multiple Field Spells and controlling a large number to disable or completely lockdown your opponent with their overlaping effects. It works because the "DarkCity" monsters are either immune to the Field Spell effects or protect them via sacrificing themselves or reducing their abilities.

 

Also, all the high-level "DarkCity" monsters can be Special Summoned without Tribute by sending a number of "DarkCity" Field Spells to the Graveyard equal to the number of required tributes. Also, since some of the non-Field Spells and Trap Cards have the ability to either be Set in Monster Card Zones or activated from the hand, you can keep the field presence.

 

And of course the main reason is that the archetype's trump card, "DarkCity's Creation", can only be Special Summoned by RFPing five of the Field Spells. It powers up when a "DarkCity" Field is active and when it's destroyed, it becomes a Field Spell itself (a very powerful one I must admit).

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An interesting aside. See if you can guess which city DarkCity is and how it got its name.

 

This trio of cards give you an idea of what the "DarkCity" archetype revolves around; using the low-level monsters, Spells and Traps to hold back your opponent before using the top-Level monsters to crush their disabled strategy (see "DarkCity's Creation").

 

ndlzpj.jpg

b] If you control 3 or more face-up "DarkCity" Field Spell Cards, you can select 1 Monster Card Zone on your side of the field and Set this card in it. While this card is in the selected Card Zone, that Card Zone is treated as a Spell & Trap Card Zone. Activate only during your Standby Phase and while you control 2 or more face-up "DarkCity" Field Spell Cards. Tribute 1 "DarkCity" monster from your hand or field to select 1 face-up monster your opponent controls whose Level is equal to or less to the Tributed monster

 

 

p><p>- Monster: Select 1 face-up monster your opponent controls whose Level is equal to or less than the destroyed monster

- Spell: Your opponent discards 1 Spell Card from their hand. If the destroyed card and your opponent's card was a Field Spell Card, your opponent takes 1000 damage.

- Trap: Select a number of face-down cards your opponent controls equal to the number of face-up "DarkCity" non-Spell Cards you control, Until your next End Phase, the selected cards cannot be activated or Flip Summoned.

 

 

 

Effect: You can Special Summon this card from your hand by removing from play 2 "DarkCity" cards you control. If you do, when this card is destroyed by battle, return 2 of your removed from play cards to your Deck. If this card battles with a Level 4 or lower non-DARK monster, destroy that monster with this card's effect before damage calculation. Once per turn, during your Main Phase, you can select 1 face-up Level 6 or lower monster your opponent controls and roll 1 six-sided die. If the result is the same as the selected monster, destroy this card and the selected monster.

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@Max: Well, It looks like London, but I do not know the city name and second, I really don't know how it got its name.

 

@Anyone: Also, I just posted my thread, so if anyone wants to rate-hate-criticize on cards or has the time to, check this out. http://forum.yugiohcardmaker.net/thread-200471.html. See, so its not a Twilight deck, but a Twilight's Deck, see the difference. lawl. Anyhow, Your cards are always awesome, i will miss that fact.

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