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[Zauberer] Amalgam Turmoil Arch-Type POST AND GET A COOKIE! >=]


.Requiem

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Theses cards are for a contest, so tell me what you think. I personally think that they are okay.

 

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Send 1 Fusion Monster in your Extra Deck to your Graveyard, to add the Fusion Material Monster(s) listed on the card from your Deck to your hand. If no monster names are listed on the card then add monster(s) with the required type or Attribute to your hand instead.

 

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If you use this card for a Fusion Summon, then you can remove from play this card and 1 monster in your Graveyard to substitute them as any needed Fusion Material monster(s). When this card is sent to the Graveyard for a Fusion Summon then you can add 1 "Amalgam Turmoil" monster to your hand from your Deck.

 

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Remove from play 2 "Amalgam Turmoil" monsters in your Deck to Special Summon 1 Level 6 or lower Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon.) When the Fusion Monster Summoned by this effect is removed from the field, you can pay 1000 Life Points to send it to your Fusion Deck and add 1 "Amalgam Turmoil" monster removed from play or in your Graveyard to your hand.

 

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Once per turn, you must remove from play 1 "Amalgam Turmoil" monster from your Deck or discard 1 " Amalgam Turmoil" monster from your hand. When this card is activated each DARK Fusion Monster you control gain 200 ATK for each monster in your Graveyard. If a Fusion Monster is removed from the field, you can add 1 Level 3 or lower "Amalgam Turmoil" monster from your Deck to your hand and increase your Life Points by the amount of ATK of the Fusion Monster increased by this effect.

 

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You can add 2 "Amalgam Turmoil" monsters in your Graveyard to your Deck to Special Summon this card from your hand. Once per turn, you can equip 1 monster from your Graveyard to this card and treat it as an equip Spell Card and increase this card's ATK by 1500. Once per turn, you can activate 1 of the following effects depending the amount of cards equipped to this card: -- 1: Select 1 Fusion Monster in your Extra Deck and add 1 Fusion Material Monster listed on the selected card to your hand -- 2: Select 1 Monster Card in your Graveyard and activate its effect.

 

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When this card is Summoned, set 2 monsters in your Graveyard to your Spell & Trap Card Zone. If this card is select as an attack target or by a card effect, you can remove from play 1 set Monster Card in your Spell & Trap Card Zone. During your End Phase after conducting your Battle Phase, you can remove from play this card and both set Monster Cards in your Spell & Trap Card Zone to Special Summon 1 Fusion Monster from your Extra Deck with the same attribute as 1 of the removed from play monsters.

 

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This card can be activated if a Fusion Monster you control is removed from the field, Special Summon 1 Fusion monster from your Extra Deck who is the same Level or less of the removed monster. The Summoned monster by this effect has its effect negated and cannot attack during your next Battle Phase.

 

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Once per turn, you can Skip your Draw Phase to send 1 Fusion Monster in your Extra Deck to your Graveyard to inflict damage to your opponent equal to the Fusion Monster's Level x300. You can remove from play 1 "Amalgam Turmoil" monster you control to treat this card as 2 Fusion Material Monsters that are treated as DARK Attribute monsters. If the Fusion Monster this card is used to Summon is destroyed, you can return 2 "Amalgam Turmoil" monsters with 1 to your hand and 1 to your Deck.

 

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"Amalgam Turmoil, Elemental Caster" + 1 Spellcaster-Type monster

This card can only be Special Summoned from your Extra Deck by removing from play face-up Fusion Material Monsters you control. (This is treated as a Fusion Summon.) When this card is Summoned declare 1 Attribute, neither player can Special Summon a monster of the Select Attribute. Decrease this card's attack by 400 for each monster of the selected Attribute is on the field. When this card battles a monster of the select Attribute, you can discard 1 card from your hand to decrease the monster's attack by 1000. If this card is removed from the field, return this card to your Extra Deck and add 1 Fusion Material Monster used to Summon this card to your hand.

 

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"Ancient Wing of Amalgam Turmoil" + 1 Level 5 or higher monster

You can Special Summon this card from your Extra Deck by returning face-up Fusion Material Monster you control to your Deck. (This is treated as a Fusion Summon.) When this card is Summoned this way, you can destroy 1 card on the field. For each DARK monster this card destroys, you can Special Summon 1 Level 3 or lower DARK monster from your Graveyard.

 

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by using 1 Fusion Monster you control as a Tribute. As long as you control this card all "Amalgam Turmoil" monsters on the field are treated as substitutes for any 1 Fusion Material Monster. Each time an "Amalgam Turmoil" monster is used for a Fusion Summon, this card can attack your opponent directly. If you do, the Fusion Monster Summoned the turn this effect is activated cannot attack.

 

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After activation, this card is treated as Equip Card and equip this card to a Fusion Monster you control. The equipped monster gains the following effect: "Select 1 Fusion Monster on the field and this card gains 200 ATK for each Level of the selected monster. If the selected monster or this card are removed from the field then Special Summon 1 monster used for the Fusion Summon of the removed monster." If this card is destroyed by the effect of a card increase your Life Points by the ATK of the equipped monster.[/align]

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plain and simple effect are really playable but there just weak

you can always add another effect along with a drawback' date=' wouldn't hurt it'll make the card look like you put more effort!

[/quote']

 

No then it would make look even weaker, I put thought into them making them playable so I did put effort into it.

 

Also the time I took to look for images >_<

 

So maybe just how people look at them, but thanks anyway.

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[align=center]So, the set revolves around DARK Fusions? I havn't read all of the effects yet, but I see one flaw so far. This set lacks deck playability. You'd need to take up a lot of space for the fusion material cards... And, Fragment Exterion Force is pretty OP'ed... 200 ATK can add up after a while... Use this card deep in a duel and you could have a hefty beast on your field. Not to mention it's all of your DARK Fusions, not just one. And, on top of that, it's continuous...

 

A lot of the effects have to do with Fusions being removed from the field. Maybe add some cards that send cards back to your hand? And, the Dragon person is the only card I see that can be used as a fusion material... Maybe add more cards like that as well...

 

 

 

 

On the Elemental Caster, I found an OCG error. I don't think you need after Battle Phase, because End Phase is after Battle Phase to begin with...

 

When this card is Summoned, set 2 monsters in your Graveyard to your Spell & Trap Card Zone. If this card is select as an attack target or by a card effect, you can remove from play 1 set Monster Card in your Spell & Trap Card Zone. During your End Phase after conducting your Battle Phase, you can remove from play this card and both set Monster Cards in your Spell & Trap Card Zone to Special Summon 1 Fusion Monster from your Extra Deck with the same attribute as 1 of the removed from play monsters.

 

For Awakening Thunder Crash, I believe you meant this:

 

This card can be activated if a Fusion Monster you control is removed from the field, Special Summon 1 Fusion monster from your Extra Deck who is the same Level or less of the removed monster. The monster Summoned by this effect has its effect negated and cannot attack during your next Battle Phase.

FYI: The underlined sounds wrong... but I'm not sure how to fix it...

 

 

For Dragon Turmoil: You need to specify where they return from... and I did a little fix (I think that's how it would go anyway...)

 

 

Once per turn, you can Skip your Draw Phase to send 1 Fusion Monster in your Extra Deck to your Graveyard to inflict damage to your opponent equal to the Fusion Monster's Level x300. You can remove from play 1 "Amalgam Turmoil" monster you control to treat this card as 2 Fusion Material Monsters that are treated as DARK Attribute monsters. If the Fusion Monster this card is used to Summon is destroyed, you can return 1 "Amalgam Turmoil" monster from your *insert place here* to your hand and 1 from your *insert place here* to your Deck.

 

Sorry for the lengthy reply... lol

 

I rate it 7.8/10 But, once it's done, most of the bugs should be worked out... =D[/align]

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[align=center]So' date=' the set revolves around DARK Fusions? I havn't read all of the effects yet, but I see one flaw so far. This set lacks deck playability. You'd need to take up a lot of space for the fusion material cards... And, Fragment Exterion Force is pretty OP'ed... 200 ATK can add up after a while... Use this card deep in a duel and you could have a hefty beast on your field. Not to mention it's all of your DARK Fusions, not just one. And, on top of that, it's continuous...

 

[/quote']

 

Well, for the fusion material monsters they are suppose to get the Fusions out faster like how a lot of decks revolve around getting synchros out.

 

Except even though the ATK does add up, there are cards that can easily destroy a monster after it is played. Also don't forget that a lot of games don't last a lot of turns, but I only see a few Dark Fusions being summoned.

 

A lot of the effects have to do with Fusions being removed from the field. Maybe add some cards that send cards back to your hand? And' date=' the Dragon person is the only card I see that can be used as a fusion material... Maybe add more cards like that as well...

 

[/quote']

 

Well if you look at the Preacher of Melody that is also one card that works like it.

 

On the Elemental Caster' date=' I found an OCG error. I don't think you need after Battle Phase, because End Phase is after Battle Phase to begin with...

[/quote']

 

Well yes, also don't forget Main Phase 2.

 

For Awakening Thunder Crash' date=' I believe you meant this:

 

This card can be activated if a Fusion Monster you control is removed from the field, Special Summon 1 Fusion monster from your Extra Deck who is the same Level or less of the removed monster. [b']The monster Summoned by this effect[/b] has its effect negated and cannot attack during your next Battle Phase.

FYI: The underlined sounds wrong... but I'm not sure how to fix it...

 

No, it is correct a lot of people word the cards like that so I don't see anything wrong. :?

 

For Dragon Turmoil: You need to specify where they return from... and I did a little fix (I think that's how it would go anyway...)

 

 

Once per turn' date=' you can Skip your Draw Phase to send 1 Fusion Monster in your Extra Deck to your Graveyard to inflict damage to your opponent equal to the Fusion Monster's Level x300. You can remove from play 1 "Amalgam Turmoil" monster you control to treat this card as 2 Fusion Material Monsters that are treated as DARK Attribute monsters. If the Fusion Monster this card is used to Summon is destroyed, you can return 1 "Amalgam Turmoil" monster from your [u']*insert place here*[/u] to your hand and 1 from your *insert place here* to your Deck.

 

Oops, suppose to be from the graveyard. xD

 

I don't see much change, but thanks anyway.

 

Sorry for the lengthy reply... lol

 

I rate it 7.8/10 But' date=' once it's done, most of the bugs should be worked out... =D[/color'][/align]

 

Thanks

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The End Phase happens after everything... so, I didn't forget Main Phase 2, it just doesn't matter in that case. I still think more than 1 or 2 cards should be made for fusion materials and more should be made for removing fusions from the field... With support from outside cards, these could be playable (I think. I'm not that good of a competitive player), but inside our own little world of YCM, these aren't that playable yet...

The End Phase happens after everything... so, I didn't forget Main Phase 2, it just doesn't matter in that case. I still think more than 1 or 2 cards should be made for fusion materials and more should be made for removing fusions from the field... With support from outside cards, these could be playable (I think. I'm not that good of a competitive player), but inside our own little world of YCM, these aren't that playable yet...

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The End Phase happens after everything... so' date=' I didn't forget Main Phase 2, it just doesn't matter in that case. I still think more than 1 or 2 cards should be made for fusion materials and more should be made for removing fusions from the field... With support from outside cards, these could be playable (I think. I'm not that good of a competitive player), but inside our own little world of YCM, these aren't that playable yet... [/color']

The End Phase happens after everything... so, I didn't forget Main Phase 2, it just doesn't matter in that case. I still think more than 1 or 2 cards should be made for fusion materials and more should be made for removing fusions from the field... With support from outside cards, these could be playable (I think. I'm not that good of a competitive player), but inside our own little world of YCM, these aren't that playable yet...

 

Well I know remember why I added the part about the battle phase, don't forget you can skip your battle phase. I kinda wanted them to enter it, I might add that if the card is attack position it has to attack first.

 

Well I didn't expect the whole deck to revolve solely around theses cards. I was expecting outside cards to be used as well.

 

Also I was planning on adding a few more cards anyway.

 

Well thanks for your comments, I did fix some of the errors.

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This is one nice set. I like the effects' date=' which support Fusions. They would fit in E-Hero Neos fusion deck, i guess. :P

 

9.5/10

[/quote']

 

Thanks, well a few of theses could help support Fusion Hero decks.

 

That kinda of gives me an idea for a new card that can change its name.

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This is one nice set. I like the effects' date=' which support Fusions. They would fit in E-Hero Neos fusion deck, i guess. :P

 

9.5/10

[/quote']

 

Thanks, well a few of theses could help support Fusion Hero decks.

 

That kinda of gives me an idea for a new cards that can change its name.

 

Hehe. No problem. Hihihi. I'm sad. No one comments on my Ghost Rare card try. Can u look at it? Its in Realistic Cards forum.

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This is one nice set. I like the effects' date=' which support Fusions. They would fit in E-Hero Neos fusion deck, i guess. :P

 

9.5/10

[/quote']

 

Thanks, well a few of theses could help support Fusion Hero decks.

 

That kinda of gives me an idea for a new cards that can change its name.

 

Hehe. No problem. Hihihi. I'm sad. No one comments on my Ghost Rare card try. Can u look at it? Its in Realistic Cards forum.

 

I will take a look at it when I can.

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