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Trope Overdosed


Lord Smeagle

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`I have returned from my long hiatus to bring you more super special awesome cards in homage to your favorite tropes!

 

Tropes. You know them. You've seen every one of them before. And you rip on them, alot. And...about half of you secretly love them.

 

Especially if you're familiar with this site. (Warning: this wiki is highly addictive!)

 

This set is my tribute to tropes, cliches, and conventions everywhere. That means characters, settings, anything...nothing is safe, and nothing is sacred.

 

Here's what I've got so far.

 

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Lore: "Doomwriter" + one or more "Cliche" non-Tuner monsters.

During each player's End Phase, that player selects one monster in their opponent's Deck and removes it from play. This card gains all effects of any card removed from play by its effect. When there are 10 or more cards removed from play by this card's effect, destroy it (this effect cannot be negated.) This card cannot be Special Summoned except by a card that specifically designates Synchro Monsters.

 

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Lore: This card cannot be Normal Summoned. This card can only be Special Summoned by Tributing 3 monsters you control, or by the effect of "Start of Darkness." When this card battles, you can send one DARK-Type monster from your Deck to your hand to have this card's ATK and DEF become equal to that card's ATK and DEF, until the end of the Battle Phase. During the End Phase, you can Special Summon one DARK monster from the Graveyard whose Level is less than half the combined Levels of monsters you control. This card cannot declare an attack that would reduce your opponent's Life Points to 0.

 

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(RULING: If the selected monster is destroyed under its new owner's control, it is sent to that player's Graveyard. Same goes for returned to the Deck or removed from play.)

 

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned when your opponent has more cards in their Graveyard than in their Deck. This card cannot be removed from the field except by its own effect. When this card is Special Summoned, Special Summon three "Master Tokens" (DARK/Spellcaster/LV3/0/1300) to your side of the field. Apply the following effect based on the number of "Master Tokens" you control. 3: Negate the effect of a card that would destroy more than one monster you control and destroy it. 2: Once per turn, you can remove one card on the field, and all copies of that card in either player's hand or Deck, from the Graveyard. This card cannot attack. 1: This card's ATK becomes 5000 and its DEF becomes 0. 0: Destroy this card. Your Life Points become 700.

 

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Lore: This card cannot be Normal Summoned. This card cannot be Special Summoned except by the effect of "One Winged Angel." When this card is Special Summoned, remove your Deck from the game. This card cannot be removed from the field unless it is the only card you control. Cards cannot be returned to the Deck. Instead of conducting your Draw Phase, you can Special Summon 1 "Left Hand of Doom" or 1 "Red Right Hand" from your Side Deck, OR inflict 900 damage to your opponent. When this card is removed from the field, you lose the Match.

 

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Lore: This card cannot be Special Summoned. Decrease this card's Level by 2 for each monster your opponent controls. When this card is Normal Summoned, return all other monsters you control to your hand. Your opponent then selects one monster they control, and returns all other monsters they control to their hand. Each player can only control one monster at a time. Whenever this card destroys a monster by battle, place one Honor Counter on this card. This card gains 200 ATK for each Honor Counter on it. You can remove two Honor Counters from this card to negate any card effect that targets it. When there are 5 Honor Counters on this card, you win the Duel.

 

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Lore: This card cannot be Normal Summoned. This card cannot be Special Summoned except by the effect of "Boss Rush." During your End Phase, select Card Zones equal to the number of Machine-Type monsters you control. During your Standby Phase, destroy all cards in the selected zones. If this card attacks, destroy it at the end of the Damage Step. When this card is destroyed by a card effect, destroy all Field Spell Cards on the field, and inflict 800 damage to your opponent.

 

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(RULING: While in control of the "third player", you can do anything that a normal player can do, except forfeit the duel.)

 

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LORE: When this card is summoned, control of it immediately shifts to your opponent. When this card destroys a monster by battle, return that monster to its owner's hand revealed. When a monster revealed by this card's effect is summoned from the hand, increase its ATK and DEF by an amount equal to its level x200. If this card is Tributed, return it to its owner's hand. If the owner of this card has less than 1000 Life Points, control of this card switches to its owner and this card's effect is negated.

 

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During the End Phase, if you control no monsters except the equipped monster, increase the equipped monster's Level by 1. Whenever a monster you control is destroyed, increase the equipped monster's Level by 1. The equipped monster has no maximum level. Apply the appropriate effect based on the equipped monster's Level:

+15: The equipped monster and this card are unaffected by Trap Cards.

+18: When the equipped monster destroys a monster by battle, its Level is increased by the destroyed monster's.

+25: The selected monster can attack all monsters your opponent controls once each.

+42: The player that controls this card cannot lose the Duel for any reason.

 

Fanservice (Note: Nawt seerius cards, gaiz. Alternate Art Available!)

 

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How to say it - definitely one of the most interesting sets I've seen on this site (and not only because I'm fond of TvTropes)! My favorites are "Raining Cats and Dogs" and "Villain Cliche - Evil Overlord". As I cannot see any problems balance or creativity-wise, I cannot rate it lower than 10/10!

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Ordinary High School Students & Transformation Sequence - A definite case where being a Normal Monster clearly fits to the flavour. I like the combination of Transformation Sequence. 7.5/10 for the students, 8/10 for Transformation Sequence , for flavour correctness and high potentials for related cards.

 

The Hero - Maybe the card draw effect is a bit overpowered, but otherwise, good idea. 7.5/10

 

Magical Girl - This card would love Solemn Wishes, especially with The Hero. 8.5/10 for high combo potential.

 

Rival Turned Evil - a beatstick with a balanced mix of bonuses and penalties, nothing more. 7/10

 

Two cards are not visible, you may want to fix that. Otherwise, I like how you both support its own archetype and Normal Monsters!

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Earth Shattering Kaboom - A creative, balanced way to make a mass destruction card. Very good, if you use Field Spell Cards in your Deck. 8.5/10

Hyperspace Arsenal - As mentioned earlier, that's a bit too much for extra card drawing. Lower the number of cards (maybe to 3 or to 4? I'm not really sure.) 6/10 for now, 8/10 if you correct it.

Badass Normal - Great for Normal Monster support, with a hint of similarity to Fighting Spirit. 8.5/10

Half Human Hybrid - The first effect is useful in a Normal Monster Deck, the second... not so much, in my opinion (But it's correct flavourwise, I admit). 7/10

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