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Master White

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Lets try this again, with new pics that took about 10-20 minutes just to make for each of them. Also, The card effects are pretty much the same, except for Lv1 Monster. Oh, and all the monsters are the same lv as in their name.

 

[spoiler=Dark Dragon Pixie Fire Lv1]

267894a.jpg

effect: This card can decrease its def by 300 to destroy one trap or spell card on the field. Also, when this card is destroyed and sent to the graveyard, you can special summon one Dark Dragon PixieFire Lv3 from your hand.

 

 

 

[spoiler=Dark Dragon Pixie Fire Lv3]

267894g.jpg

effect:Once per turn, you can decrease this cards def by 500 points to destroy one monster your opponents controls. When this card is destroyed and sent to the graveyard as result of battle, at the end phase of this turn, you can special summon one Dark Dragon PixieFire Lv5 from your hand.

 

 

 

[spoiler=Dark Dragon Pixie Fire Lv5]

267894h.jpg

effect:This card cannot be summoned except by the effect of Dark Dragon PixieFire Lv3. Once per turn, you can decrease this cards def by 600 points to destroy one card your opponents controls. When this card is destroyed and sent to the graveyard as result of battle, at the end phase of this turn, you can special summon one Dark Dragon PixieFire Lv7 from your deck.

 

 

 

[spoiler=Dark Dragon Pixie Fire Lv7]

267894w.jpg

effect:This card cannot be summoned except by the effect of Dark Dragon PixieFire Lv5. Once per turn, you can decrease this cards def by 1000 points to destroy two cards your opponents controls. When this card is destroyed and sent to the graveyard as result of battle, at the end phase of this turn, you can special summon one Dark Dragon PixieFire Lv9 from your deck.

 

 

 

[spoiler=Dark Dragon Pixie Fire Lv9]

267894o.jpg

effect: This card cannot be summoned except by the effect of Dark Dragon PixieFire Lv7. Once per turn, you can increase this cards atk by 1000 points by decreasing its def by 500 and destroying one card you control. When this card is destroyed and sent to the graveyard as result of battle, at the end phase of this turn, you can special summon one Dark Dragon PixieFire Lv11 from your graveyard.

 

 

 

[spoiler=Dark Dragon Pixie Fire Lv11]

267894z.jpg

effect:This card cannot be summoned except from the graveyard by the effect Dark Dragon PixieFire Lv9. When summoned, destroy all cards on the field except this card. Once per turn, you can destroy two cards on the field. Also, you can decrease this cards atk or def by 1000 to add one card to your hand from your deck. When this card is destroyed, it is removed from play.

 

 

Tell me what ya all Think, Plse and thanks.

 

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[spoiler=New Idea]

I was trying to think about it and yet it may not work, but is an possibility. But anyhow, how about a fusion monster that goes with the level monsters. It may be confusing, but here is an example of what I mean.

 

Lv1+Lv3=Lv 4 Fusion Monster.

Lv5+Lv7=Lv12 Fusion Monster.

Lv11-Lv9=Lv2 Fusion Monster.

 

It is an added advantage for people who like Level Monsters. Also, It is similiar, except you fuse them. Here is one I created just for the idea, "THE PIC TO ME DON"T MATTER MUCH"

But below it is in,

[spoiler=Card and Effect]

267894.jpg

Dark Dragon Pixiefire Lv5 + Dark Dragon PixeFire Lv7. Once Per turn, you can decrease this cards atk or def by 1000 to destroy three cards on the field. This card cannot be destroyed as a result of battle.

 

 

 

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Öhm.... Nice pics. But they don't fit together.... LV9 is Red Dragon Archfiend, isn't it?

 

I Like the Idea for the effects (I remember my "Azure" set), but your effects are just too good....

-You should not upgrade the level when they are destroyed (that's to easy)

-You only have to reduce the DEF by a few points to destroy nearly every card? => Too strong

-LV 11 is totally overloadet!

-...

 

There might be some OCG-Errors.... For example LV1:

"This card can decrease its def by 300 to destroy one trap or spell card on the field. Also, when this card is destroyed and sent to the graveyard, you can special summon one Dark Dragon PixieFire Lv3 from your hand."

should be like this:

"You can decrease this card's DEF by 300 to destroy one Trap or Spell Card on the field. Also, when this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Dark Dragon PixieFire Lv3" from your hand."

 

Apart from that they are good^^ 6/10

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I've always loved level monsters. I think that they're a very fun and underused tactic in the game. I also like the concept you gave these, that they level up when destroyed and sent to the graveyard. It's an original spin we've not seen that may actually happen in the card game.

My other like for the cards you made is the concept that they activate effects by decreasing their own defense. It seems to work fairly well.

 

My only complaints come in a few details. One is the way you worked the searching part of their level up effects. A few of them say that you must have the next level in your hand to play it, while others say it must be in the deck. To be practically played anymore, it would make more sense if you made it both for all of them, maybe even including from the graveyard. (On second thought that might be too much)

Next, I was wondering why you decided to switch the effect when you got to the higher levels. For example level nine instead of decreasing its defense increases its attack. Why not do both and have it have to lose defense to gain attack? Level monsters lose their thread of cohesion in a deck if all their effects are not close to being similar.

My last thought is you might consider toning down the effect of level 11. If such a card were made, it would undoubtedly be banned because of such powerful effects. I can see the difficulty of summoning it would grant it some god-like stats. But it just seems to have a bit too much to be realistic.

 

Hope that helps!

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Öhm.... Nice pics. But they don't fit together.... LV9 is Red Dragon Archfiend' date=' isn't it?

 

I Like the Idea for the effects (I remember my "Azure" set), but your effects are just too good....

-You should not upgrade the level when they are destroyed (that's to easy)

-You only have to reduce the DEF by a few points to destroy nearly every card? => Too strong

-LV 11 is totally overloadet!

-...

 

There might be some OCG-Errors.... For example LV1:

"This card can decrease its def by 300 to destroy one trap or spell card on the field. Also, when this card is destroyed and sent to the graveyard, you can special summon one Dark Dragon PixieFire Lv3 from your hand."

should be like this:

"You can decrease this card's DEF by 300 to destroy one Trap or Spell Card on the field. Also, when this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Dark Dragon PixieFire Lv3" from your hand."

 

Apart from that they are good^^ 6/10

[/quote']

 

Uh duh, a level monster levels up its levels to, if you think and look at it.

Thats what happens on any level monster, and i tried a different thing and didn't work either, so thats all I got.

Also, The Lv9 pic is just their because i got bored.


There are a few OCg errors' date=' cards are OP cause they are too easy to summon. Anyway the effects are good. 8/10

Where did you get the Holo sheet for Dark Dragon Pixie Fire Lv9 ?

[/quote']

 

I wish I could remember that. I did make my own by editing it a little bit tho, why?

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I've always loved level monsters. I think that they're a very fun and underused tactic in the game. I also like the concept you gave these' date=' that they level up when destroyed and sent to the graveyard. It's an original spin we've not seen that may actually happen in the card game.

My other like for the cards you made is the concept that they activate effects by decreasing their own defense. It seems to work fairly well.

 

My only complaints come in a few details. One is the way you worked the searching part of their level up effects. A few of them say that you must have the next level in your hand to play it, while others say it must be in the deck. To be practically played anymore, it would make more sense if you made it both for all of them, maybe even including from the graveyard. (On second thought that might be too much)

Next, I was wondering why you decided to switch the effect when you got to the higher levels. For example level nine instead of decreasing its defense increases its attack. Why not do both and have it have to lose defense to gain attack? Level monsters lose their thread of cohesion in a deck if all their effects are not close to being similar.

My last thought is you might consider toning down the effect of level 11. If such a card were made, it would undoubtedly be banned because of such powerful effects. I can see the difficulty of summoning it would grant it some god-like stats. But it just seems to have a bit too much to be realistic.

 

Hope that helps!

[/quote']

 

Well, reason I swapped them is because some of them are strong effects and real strong monsters, and in order for you to get the stronger ones out, you need them either in your hand or in your deck, to make it fair. I do you like the idea you gave me, but made it even more incredible. So yeah, you'll see. Thanks tho for the helping and all, plse rate nxt time to, thanks.


Only pic I like is Lv9s. The OCG has capitalization errors. Effects are balanced and unique. 8/10

 

Thanks' date=' that gave me some thing. I'm not good at pics very well, but thanks.[hr']

it looks a lot like the real ones. Maybe i should try making a own ..............

 

The real what?

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