Jump to content

Re-Vision!: Magic Ruler.


Tabris

Recommended Posts

Officially, it's Spell Ruler, but that namer sucks anyway,so I'm revertin'.

 

Oh, yeah, we all know that Konami sucks at everything they do. So, The Will being The Will, I will surely set things right.

 

At least in the Net.

 

So help me (insert favorite role model here).

 

Basically, those that are not included in this set are not going to be revised - ever. The sun can't really shine on some motherf***ers, for Konami said so.

 

 

 

 

 

MRL-000

Blue-Eyes Toon Dragon

 

LIGHT/LV9/Dragon/Toon/3400/3000

 

You can Special Summon this card from your hand when "Toon World" is active. This card cannot attack during the turn it is Summoned. When "Toon World" on the field is destroyed, destroy this card. When you control a Toon Monster while "Toon World" is active, this card can attack your opponent's Life Points directly. When your opponent controls a Toon Monster, your attack must target the Toon Monster.

 

 

MRL-002

Axe of Despair

 

Equip Spell

 

A monster equipped with this card gains 1000 ATK. When this face-up card is destroyed and sent to the Graveyard while you control a face-up monster, return it to your hand during the End Phase.

 

 

MRL-012

Maha Vailo

 

LIGHT/LV4/Spellcaster/1500/1500

 

This card gains 500 points for each Equip Spell Card that is equipped to this card.

 

 

MRL-024

Hiro's Shadow Scout

 

DARK/LV2/Fiend/650/300

 

FLIP: Your opponent draws 3 cards and reveals them. Your opponent then discards all Spell Cards from his/her hand.

 

 

MRL-026

Invader of the Throne

 

EARTH/LV4/Fiend/1700/1350

 

When this card is Normal or Special Summoned, select 1 monster that your opponent controls and switch control of it with this card.

 

 

MRL-032

Ghoul's Curse

 

Normal Spell

 

Change the battle positions of all face-up monsters. Neither player can change the battle positions of those face-up monsters except by card effects while face-up.

 

 

MRL-034

Toll

 

Continuous Spell

 

A player must pay Life Points equal to the number of monsters that they control x 1000.

 

 

MRL-037

Chorus of Sanctuary

 

Field Spell

 

All Defense Position monsters gain 500 DEF. This card cannot be removed from the field while you control a Defense Position monster.

 

 

MRL-040

Fay's Hand-Mirror

 

Normal Trap

 

Switch the effect of 1 Spell Card that your opponent controls that targets exactly 1 monster on the field as a target to another monster on the field. If the target of the Spell Card is not correct, destroy it.

 

 

MRL-041

Reckless Road

 

Quick-Play Spell

 

Select 1 face-up monster. It gains ATK equal to the ATK of 1 face-up monster that your opponent controls until the End Phase. The selected monster cannot attack directly.

 

 

MRL-042

The Reliable Guardian

 

Quick-Play Spell

 

Select 1 face-up monster. It gains DEF equal to the DEF of 1 face-up monster that your opponent controls until the End Phase. The selected monster cannot attack directly.

 

 

MRL-072

Jigen Bakudan

 

FIRE/LV2/Pyro/1000/200

 

You can discard this card from your hand to destroy all face-up monsters that you control and inflict Direct Damage equal to their combined ATK to your opponent's Life Points.

 

 

MRL-080

Flash Assailant

 

DARK/LV4/Fiend/2400/2400

 

Decrease the ATK and DEF of this card by 400 points for each card in your hand.

 

 

 

 

 

Not that much.

Link to comment

MRL-000

Blue-Eyes Toon Dragon

 

LIGHT/LV9/Dragon/Toon/3400/3000

 

You can Special Summon this card from your hand when "Toon World" is active. This card cannot attack during the turn it is Summoned. When "Toon World" on the field is destroyed' date=' destroy this card. When you control a Toon Monster while "Toon World" is active, this card can attack your opponent's Life Points directly. When your opponent controls a Toon Monster, your attack must target the Toon Monster.

 

[b']No problem with the effect so far. Same comment for the Blue Eyes (or vanillas in general) in your LOB thread applies.[/b]

 

MRL-002

Axe of Despair

 

Equip Spell

 

A monster equipped with this card gains 1000 ATK. When this face-up card is sent from the field to the Graveyard while you control a face-up monster, return it to your hand.

 

This is now a more rigged version of Butterfly Dagger Elma. This + Woodland Sprite = OTK. Make it so that the Axe has to be destroyed instead of being sent to the grave.

 

MRL-012

Maha Vailo

 

LIGHT/LV4/Spellcaster/1500/1500

 

This card gains 500 points for each Equip Spell Card that is equipped to this card.

 

No problems here.

 

MRL-024

Hiro's Shadow Scout

 

DARK/LV2/Fiend/650/300

 

When this card is Summoned, your opponent draws 3 cards and reveals them. Your opponent then discards all Spell Cards from his/her hand.

 

I guess this is abusable using Dark Creator? Looks fine to me.

 

MRL-026

Invader of the Throne

 

EARTH/LV4/Fiend/1700/1350

 

When this card is Normal or Special Summoned, select 1 monster that your opponent controls and switch control of it with this card.

 

Nothing wrong so far...I think

 

MRL-032

Ghoul's Curse

 

Normal Spell

 

Change the battle positions of all face-up monsters. Neither player can change the battle positions of those face-up monsters except by card effects while face-up.

 

This effect lasts until the end of the turn right?

 

MRL-034

Toll

 

Continuous Spell

 

A player must pay Life Points equal to the ATK of 1 face-up monster to declare an attack with that monster.

 

Too overpowered in a stall deck, IMO.

 

MRL-037

Chorus of Sanctuary

 

Field Spell

 

All Defense Position monsters gain 500 DEF. This card cannot be removed from the field while you control a Defense Position monster.

The only problems I see is the Axe of Despair and Toll. May I suggest that you make them like:

-Axe has to be destroyed by your opponent's card effect to be returned to your hand and you control a monster. This will prevent another Gearfried + Royal Magical Library + Exodia or Fire Princess.

-Make the cost per attack 1 discard from the hand or based on the attacker's level (maybe 200 LP per level of the attacking monster?)

 

I like Hiro's Shadow Scout though, cuz it could bring some milling possibilities.

Link to comment

This effect lasts until the end of the turn right?

 

This ex-Curse of Fiend's effect lasts as long as the affected monsters stay on the field. Then there's the rub: when, for example, you activate, say, Curse of Anubis and there are Attack Position monsters previously in Defense Position affected by Ghoul's effect, they are changed to Defense Position. Ghoul's effect, however, is still there: you cannot change their battle positions by sheer will alone.

 

This is now a more rigged version of Butterfly Dagger Elma. This + Woodland Sprite = OTK. Make it so that the Axe has to be destroyed instead of being sent to the grave.

 

Woodland Sprite? OHSHI-

 

OK, then.

 

Too overpowered in a stall deck, IMO.

 

Too overpowered? At least this allows ye to attack, should ye pay. Almost every other staller ye think of: they stop attacks while active. This doesn't - just pay up and you're free to go.

Link to comment

Too overpowered in a stall deck' date=' IMO.[/i']

 

Too overpowered? At least this allows ye to attack, should ye pay. Almost every other staller ye think of: they stop attacks while active. This doesn't - just pay up and you're free to go.

That's not the point; the fact that it can quickly deplete the opponent's Life Points makes it overpowered, especially in burn decks (which would most likely have cards to nullify the attack anyway). This is just my opinion though, meaning that someone else's opinion may differ.

 

EDIT: Change the Axe of Despair's effect so that it has to be destroyed by the opponent, otherwise it's an exact replica of Butterfly Dagger Elma (but with a larger ATK boost). You don't want another Gearfried loop do ya?

Link to comment

Blue Eyes needs to be level 8.

 

It's important for a Trade-In engine.

 

Just wait for Trade-In's turn for a revision.


 

EDIT: Change the Axe of Despair's effect so that it has to be destroyed by the opponent' date=' otherwise it's an exact replica of Butterfly Dagger Elma (but with a larger ATK boost). You don't want another Gearfried loop do ya?

[/quote']

 

Gearfried? OHSHI-

Link to comment

MRL-003

Black Pendant

 

Equip Spell

 

The equipped monster gains 500 ATK. When this card destroyed, inflict damage to your opponent equal to half the ATK of the equipped monster.

 

MRL-004

Horn of Light

 

Equip Spell

 

Double the DEF of the equipped monster. When it battles with a DARK monster, destroy that monster without applying Damage Calculation. When this card is sent from the field to the Graveyard, you can discard 1 card to place it in your hand.

 

MRL-005

Malevolent Nuzzler

 

Equip Spell

 

The equipped monster gains 700 ATK. When this card is destroyed and sent to the Graveyard, you can pay 500 Life Points to place it in your hand.

 

MRL-006

Spellbinding Circle

 

Continuous Trap

 

Select 1 monster your opponent controls. It cannot attack or change its battle position, and it's effect(s) is negated. When that monster is removed from the field, destroy this card. When this card is destroyed, destroy that monster.

 

MRL-007

Metal Fish

 

WATER/LV5/Machine/1900/1600

 

This card deals Piercing damage. When this card is sent from your side of the field to the Graveyard, Special Summon 1 Level 4 or lower Fish-Type monster from your Graveyard.

 

MRL-018

Ancient One of the Deep Forest

 

EARTH/LV6/Beast/1900/1800

 

While you control a Field Spell, reduce this card's level by 2. When this monster destroys a card as a result of Battle, you can add 1 level 3 or lower Beast-Type monster from your Graveyard to your hand.

 

MRL-028

Slot Machine

 

DARK/LV6/Machine/2300/2300

 

Once per turn, you can add 1 "7" from your Deck to your hand. During your Draw Phase, instead of conducting your normal draw, you can add 1 "7" from your Deck or your Graveyard to your hand.

 

MRL-035

Final Destiny

 

Normal Spell

 

Discard 4 cards. Destroy all cards on your opponent's side of the field.

 

MRL-050

Snake Fang

 

Quick-Play Spell

 

Target monster's original DEF is halved until the End Phase.

 

MRL-056

Wall Shadow

 

DARK/LV8/Fiend/3000/3000

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Magical Labyrinth". You can remove from play 1 "Labyrinth Wall" in your Graveyard to remove from play this card until the End Phase. You can use this effect during either player's turn.

 

MRL-059

Magical Labyrinth

 

Equip Spell

 

Equip only to "Labyrinth Wall". It gains ATK equal to its DEF. When this card is destroyed, Special Summon 1 "Wall Shadow" from your hand or Deck.

 

MRL-062

Commencement Dance

 

Ritual Spell

 

This card is used to Ritual Summon "Performance of Sword". You must also offer monsters whose total Level Stars equal 6 or more from the field or your hand as a Tribute. You can remove this card in your Graveyard from play to prevent 1 face-up Ritual Monster you control from being destroyed as a result of battle this turn.

 

MRL-067

Preformance of Sword

 

EARTH/LV6/Warrior/Ritual/2500/2150

 

This card inflicts Piercing damage. When this card destroys a monster as a result of battle, it can attack again, but it's ATK is halved until the End Phase. This card is unaffected by the effects of Spell Cards.

 

MRL-084

Dark Zebra

 

EARTH/LV4/Beast/1800/400

 

During your Standby Phase, if this is the only monster you control, select and apply one of these effects:

● This card inflicts piercing damage.

● Increase the ATK of this card by 200 x the number of cards on your opponent's side of the field.

● Return 1 card on the field to it's owner's hand.

 

MRL-092

Ceremonial Bell

 

LIGHT/LV3/Spellcaster/0/1900

 

When this card is Normal Summoned, you can switch it to Defense Position. While this card is face-up on the field, your opponent must play with their hand revealed.

 

MRL-095

Kotodama

 

EARTH/LV3/Fairy/1500/1500

 

When this card is Summoned, destroy all cards on the field with more than 1 copy in play until there is only 1 copy of that card in play. Your opponent cannot play cards with the same name as a card on the field.

 

MRL-130

Serpent Night Dragon

 

DARK/LV7/Dragon/2900/2400

 

This card can be Special Summoned by removing from play 1 DARK Dragon-Type monster you control. When this card declares an attack, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When this card destroys a monster as a result of battle, it is removed from play. You can tribute this monster to Special Summon 1 of your opponent's removed from play monsters.

Link to comment

I would like to expand this set too:

 

MRL-008

Electric Snake

 

LIGHT/LV3/Thunder/800/900

 

When this card is sent from your hand to the Graveyard as a cost, draw 2 cards from your Deck.

 

MRL-010

Ameba

 

WATER/LV1/Aqua/300/350

 

You may Special Summon this card to your opponent's side of the field in face-up Attack Position. The controller of this card takes 1000 points of Direct Damage during each of his/her Standby Phase.

 

MRL-015

Minar

 

EARTH/LV3/Insect/850/750

 

You may discard this card during your opponent's Battle Phase to destroy 1 attacking monster and inflict 1000 points of Direct Damage to your opponent.

 

 

MRL-016

Griggle

 

EARTH/LV1/Plant/350/300

 

You may Special Summon this card to your opponent's side of the field in face-up Attack Position. If you do, activate 1 of the following effects:

● Draw 1 card.

● Gain 2000 Life Points.

 

MRL-017

Tyhone #2

 

FIRE/LV6/Dragon/1700/1900

 

If you control a FIRE monster, you may Special Summon this card from your hand. Each time this card inflicts Battle Damage, increase this card's ATK by 400.

 

MRL-076

Toon World

 

Continous Spell Card

 

Pay 1000 Life Points. Toon monsters you control are unaffected by your opponent's card effects during your Battle Phase.

 

MRL-083

Karate Man

 

EARTH/LV3/Warrior/1000/1000

 

During either player's turn, you may discard 1 card from your hand to double this card's ATK until the End Phase.

Link to comment

So help me BRIAN BLESSED

 

Before you look through' date=' remember that anything I didn't include was probably good. These are just what I'd like to see changed.

 

 

MRL-002

Axe of Despair

Equip Spell

A monster equipped with this card gains 1000 ATK. When this face-up card is destroyed and sent to the Graveyard while you control a face-up monster, return it to your hand.

 

[i']Make it return during the End Phase, it stops abusive OTKs[/i]

 

MRL-012

Maha Vailo

LIGHT/LV4/Spellcaster/1500/1500

This card gains 500 points for each Equip Spell Card that is equipped to this card.

 

He could do with something to give him an edge over Morph-Videon, how about some sort of Equip Search/Recovery?

 

MRL-026

Invader of the Throne

EARTH/LV4/Fiend/1700/1350

When this card is Normal or Special Summoned, select 1 monster that your opponent controls and switch control of it with this card.

 

Very possibly OP'd, since it's pretty much a permanent monster-take with the cost of giving a weak monster, add something much more negative.

 

MRL-034

Toll

Continuous Spell

A player must pay Life Points equal to the ATK of 1 face-up monster to declare an attack with that monster.

 

Equal to half would be fair enough, otherwise even direct attacks are too costly, or add a cost per End/Standby Phase to keep it up.

 

MRL-040

Fay's Hand-Mirror

Normal Spell

Switch the effect of 1 Spell Card that your opponent controls that targets exactly 1 monster on the field as a target to another monster on the field. If the target of the Spell Card is not correct, destroy it.

 

How does a Normal Spell chain to something like that? I think it should be a Quickplay?

 

MRL-041

Reckless Road

Quick-Play Spell

Select 1 face-up monster. It gains ATK equal to the ATK of 1 face-up monster that your opponent controls until the End Phase.

 

Honest for any monster in the game, seems OP'd, possibly ok if it was a Normal Spell

 

 

MRL-072

Jigen Bakudan

FIRE/LV2/Pyro/1000/200

You can discard this card from your hand to destroy all face-up monsters that you control and inflict Direct Damage equal to their combined ATK to your opponent's Life Points.

 

FAR too easy to make an OTK, fielding 4000 ATK isn't much of a challenge at all, this card is like DSF on crack. I have no idea how to fix it

 

 

 

Link to comment

Make it return during the End Phase, it stops abusive OTKs.

 

... and now you've stopped mine arteries from bleedin'.

 

Very possibly OP'd, since it's pretty much a permanent monster-take with the cost of giving a weak monster, add something much more negative.

 

It's just your homely Creature Swap. And you must admit Scapegoat + CS' far nastier.

 

Equal to half would be fair enough, otherwise even direct attacks are too costly, or add a cost per End/Standby Phase to keep it up.

 

I'll do something better: make 'em pay 1000 L per monster they control.

 

How does a Normal Spell chain to something like that? I think it should be a Quickplay?

 

Apologies fer that; it should've been a Normal Trap.

 

Honest for any monster in the game, seems OP'd, possibly ok if it was a Normal Spell

 

Probably... yes. Clear the opponent's field and waltz to victory - something Honest doesn't have. I don't buy the "THIZIZGENERICBANN!" bullshit, but what I just said still hurts me oh-so-deeply.

 

FAR too easy to make an OTK, fielding 4000 ATK isn't much of a challenge at all, this card is like DSF on crack. I have no idea how to fix it.

 

Yeah. Still figurin' how to fix it. Maybe give it some Cold Wave-ish restriction or something?

Link to comment
FAR too easy to make an OTK, fielding 4000 ATK isn't much of a challenge at all, this card is like DSF on crack. I have no idea how to fix it.

 

Yeah. Still figurin' how to fix it. Maybe give it some Cold Wave-ish restriction or something?

 

How about it's only usable on the turn when you haven't

A) Attacked

Or/And

B) (Special) Summoned

 

And I can see why Scapegoat + CS is nasty, but at least with that, they choose what to give, which should probably happen here.

Link to comment

Still, the monster being handed to the opponent is quite sizeable in stats. I'm not handin' no Fool or hapless Token, which means I must get for mine self either a monster of an even more powerful ATK than Invader, or else get a monster with an effect which will be able to dispose of Invader anyway.

Link to comment

MRL-009

Queen Bird

 

WIND/LV5/Winged-Beast/2000/1200

 

If you control another WIND Winged Beast-Type monster, you can Normal Summon this card without tribute. All WIND Winged Beast-Type monsters you control gain 500 ATK, and are unaffected by the opponent's Spell Cards.

 

MRL-011

Peacock

 

WIND/LV5/Winged-Beast/2300/2000

 

If you control another WIND Winged Beast-Type monster, you can Normal Summon this card without tribute. When this card destroys a monster as a result of battle, you can return it to the bottom of the owner's deck instead of sending it to the Graveyard.

 

 

MRL-20

Weather Report

 

WATER/LV4/950/1500

 

FLIP: Destroy 1 Continuous Spell or Trap card on the field. If a card is destroyed by this effect, double this card's ATK and DEF, and it can attack twice in the same Battle Phase.

 

 

MRL-031

Gravekeeper's Servant

 

Continuous Spell

 

When your opponent declares an attack, they must send cards from the top of their deck to the Graveyard equal to the level of the attacking monster /2. If a card with the same name as the attacking monster is sent to the Graveyard by this effect, it is removed from play and the Battle Phase ends.

 

 

MRL-42

Tailor of the Fickle

 

Quick-Play Spell

 

Send 1 Equip Spell on the field to the Graveyard. Then, select 1 Equip Spell from your Graveyard and equip it to an appropriate target on the field. This card can be activated during the Damage Step.

 

 

MRL-049

Painful Choice

 

Normal Spell

 

Select 3 cards from your Deck with different names and show them to your opponent. Your opponent selects 1 card among them. Put that card on top of your deck, and shuffle the remaining cards back into your Deck.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...