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[align=center]YAY MORE SPIRITS!

283337b.jpg[/align]

[spoiler=Lore]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by paying 1000 Life Points and removing from play 3 Spirit Monsters from your hand and/or Graveyard. This card returns to your hand during the End Phase it is Special Summoned. When this card is Summoned, change all monsters your opponent controls to Defense Position. Their Battle Positions cannot be changed until the End Phase of your next turn. This card inflicts Piercing damage. You can discard 1 Spirit Monster to destroy 1 Defense Position monster on the field.

 

 

Please Address

. I have tried hard to make this card very balanced, but I think I may have underpowered it.

. I'm thinking of lowering the cost to 2 spirits and 500 LP. What do you think?

. Is the effect bland? Usually my effects are much longer.

. Please point out any other errors, and if you saw it, please tell me if this is better or worse than my other spirit card.

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1. I love the fact you're honoring the Spirits like this :D I have a bunch of Spirit monsters myself.

2. You need a bit of fixin'.

 

Haha let's see:

 

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by paying 1000 Life Points and removing from play 3 Spirit Monsters from your Graveyard. This card returns to your hand during the End Phase it is Special Summoned. When this card is Summoned, change all monsters your opponent controls to Defense Position. Their Battle Positions cannot be changed unless your opponent discards 1 card from their hand to the Graveyard. This card inflicts Piercing damage. You can discard 1 Spirit Monster to destroy 1 Defense Position monster on the field.

 

Hrm:

 

The effect is very unique and effective, but yet again, I worry that this will be too difficult to summon. Spirit monsters are very difficult to send to the Graveyard because they return to the hand. You could make it so you remove them in your hand from play. It would still be a balanced summon, but less impossible to summon. The picture is great, but the name could correlate with the effect a lil more. :)

 

That's all I got from this card so far. Hope it helps.

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1. I love the fact you're honoring the Spirits like this :D I have a bunch of Spirit monsters myself.

2. You need a bit of fixin'.

 

Haha let's see:

 

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by paying 1000 Life Points and removing from play 3 Spirit Monsters from your Graveyard. This card returns to your hand during the End Phase it is Special Summoned. When this card is Summoned' date=' change all monsters your opponent controls to Defense Position. Their Battle Positions cannot be changed unless your opponent discards 1 card from their hand to the Graveyard. This card inflicts Piercing damage. You can discard 1 Spirit Monster to destroy 1 Defense Position monster on the field.

[b']Thanks Kliffi. :D[/b]

Hrm:

 

The effect is very unique and effective, but yet again, I worry that this will be too difficult to summon. Spirit monsters are very difficult to send to the Graveyard because they return to the hand. That's true... I didn't think of that. You could make it so you remove them in your hand from play. It would still be a balanced summon, but less impossible to summon. Minus 3 is kind of a lot... How about this?

This card cannot be Special Summoned, except by removing from play 3 Spirit Monsters from your hand and Graveyard.

That's all I got from this card so far. Hope it helps. It helps a lot. Thanks! :D The picture is great, but the name could correlate with the effect a lil more. :) Any advice for a better name? =)

 

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Thats good, your summon condition.

 

I like the Jungle Rider part, but you should allude to the fact that he'll be making your opponents all defense position... or trapping them in defense position, or ambushing them because they aren't attack position or somethin lol make sure your name adds to the whole that is the flavor of the card.

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Thats good' date=' your summon condition. [b']Thanks! I'll make it the card's summon condition.[/b]

 

I like the Jungle Rider part, but you should allude to the fact that he'll be making your opponents all defense position... or trapping them in defense position, or ambushing them because they aren't attack position or somethin lol make sure your name adds to the whole that is the flavor of the card.

Thanks. :) The basic idea of the card is that the guy is on a stampeding rhinoceros, which intimidates all of the enemy monsters into defense position when he charges. (when he is summoned.) The rider, who is like a warrior/mage or something, has a huge spear, which is generally symbolic of piercing damage. He can also lead a huge charge, by discarding a card, to obliterate an enemy monster.

 

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I know about "pierce" damage, but original grammar dictates that you write the whole thing out (pierce "doesn't exist yet" -.-). This card would be too hard to get out, plus the reprocutions of it returning to your hand. You coould make a negate ability to his returning to the owner's hand, or just make him easier to get out. While you make him easier to get out, considering lowering his effect a notch. Otherwise, a good card. 8/10.

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I know about "pierce" damage' date=' but original grammar dictates that you write the whole thing out (pierce "doesn't exist yet" -.-).

[img']http://images3.wikia.nocookie.net/yugioh/images/3/34/CyberdarkHornDP04-EN-C.jpg[/img]This card would be too hard to get out, plus the reprocutions of it returning to your hand. Do you suggest I lower the cost? If so, how? You coould make a negate ability to his returning to the owner's hand, or just make him easier to get out. While you make him easier to get out, considering lowering his effect a notch. What do you mean by that? Otherwise, a good card. 8/10.

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Spirit monsters cannot be Special Summoned. That's part of their abilities. If this card can be Special Summoned, it doesn't count as a Spirit monster and you need to change it to an effect monster (I'm assuming you're trying to make this a realistic card).

 

This card looks like it would go in a half-spirit, half-aggro deck (probably using DARK monsters). You could summon him pretty easy (with a couple of "Foolish Burials" and some "Dark Grephers" or something), and his effect will put all your opponent's monsters in Defense Position. Then your other monsters (he was a Special Summon, so you've got a Normal Summon to do... warharhar) could attack along with him and hit the opponent's LP as well as monsters.

 

There's only 2 things I really don't like, aside from the fact that you're making a Spirit monster without actually making it a Spirit monster... the first one is that your opponent can't switch his/her monsters back without discarding. That's a little too strong, and would probably take this card down to the limited status (which kind of undermines its usefulness). So I'd just change the monsters' positions and prevent your opponent from being able to change their positions until your next End Phase (none of that discard stuff).

 

Plus, get rid of the LIMITED EDITION circulation. It's pointless unless you're putting a gold sticker on your card. Also, your name is NOT Kazuki Takahashi, and you weren't on here in 1996. Put the real year you got on this website and your card-creator name.

 

As for a name... "Jungle Hunter - Fear Rider" seems appropriate, since he kind of 'scares' the other monsters (putting them in Defense Position... that makes sense...). Plus he's not some emmissary of death, so 'Necro' won't make sense.

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I know about "pierce" damage' date=' but original grammar dictates that you write the whole thing out (pierce "doesn't exist yet" -.-).

[img']http://images3.wikia.nocookie.net/yugioh/images/3/34/CyberdarkHornDP04-EN-C.jpg[/img]This card would be too hard to get out, plus the reprocutions of it returning to your hand. Do you suggest I lower the cost? If so, how? You coould make a negate ability to his returning to the owner's hand, or just make him easier to get out. While you make him easier to get out, considering lowering his effect a notch. What do you mean by that? Otherwise, a good card. 8/10.

 

OMG! I didn't know that existed! I feel like a fool...

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I know about "pierce" damage' date=' but original grammar dictates that you write the whole thing out (pierce "doesn't exist yet" -.-).

[img']http://images3.wikia.nocookie.net/yugioh/images/3/34/CyberdarkHornDP04-EN-C.jpg[/img]This card would be too hard to get out, plus the reprocutions of it returning to your hand. Do you suggest I lower the cost? If so, how? You coould make a negate ability to his returning to the owner's hand, or just make him easier to get out. While you make him easier to get out, considering lowering his effect a notch. What do you mean by that? Otherwise, a good card. 8/10.

 

OMG! I didn't know that existed! I feel like a fool...

 

No, it's fine, it's fine. I was surprised when I saw it too! :D


Spirit monsters cannot be Special Summoned. That's part of their abilities. If this card can be Special Summoned' date=' it doesn't count as a Spirit monster and you need to change it to an effect monster (I'm assuming you're trying to make this a realistic card). [b']It's a contest card, so it has to be a spirit... and spirits are crying out loud for summon power. [/b]

 

This card looks like it would go in a half-spirit, half-aggro deck (probably using DARK monsters). You could summon him pretty easy (with a couple of "Foolish Burials" and some "Dark Grephers" or something), and his effect will put all your opponent's monsters in Defense Position. Then your other monsters (he was a Special Summon, so you've got a Normal Summon to do... warharhar) could attack along with him and hit the opponent's LP as well as monsters. Nice! :D I didn't think of that.

 

There's only 2 things I really don't like, aside from the fact that you're making a Spirit monster without actually making it a Spirit monster... the first one is that your opponent can't switch his/her monsters back without discarding. That's a little too strong, and would probably take this card down to the limited status (which kind of undermines its usefulness). So I'd just change the monsters' positions and prevent your opponent from being able to change their positions until your next End Phase (none of that discard stuff). Thank you, I'll fix that.

 

Plus, get rid of the LIMITED EDITION circulation. It's pointless unless you're putting a gold sticker on your card. I'll fix.Also, your name is NOT Kazuki Takahashi, and you weren't on here in 1996. Put the real year you got on this website and your card-creator name. That's how it would look on an actual card, so I'm sticking with that to make it look more realistic.

 

As for a name... "Jungle Hunter - Fear Rider" seems appropriate, since he kind of 'scares' the other monsters (putting them in Defense Position... that makes sense...). Plus he's not some emmissary of death, so 'Necro' won't make sense. Thanks! I'll fix that. Thank you for all of the helpful critique! :D

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given the difficulty in summoning this card to the field and even then it's only for 1 turn, the OPed effects justify that (also it's a unique spirit type since it can't be normal summoned but can be special summoned, the exact opposite of the standard spirit type)

 

the OCG looks quite reasonable, so I'll rate this 8.6/10

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i only found this:

' ...this card rturn to its owner's hand during the End Phase of the turn it is Special Summoned..."

i think 3 spirits + 1000 lp are a lot considering that u have to do this every turn. 2 spirits + 500 lp are fair enough to me and you can make the last effect once per turn to balance this.

nice card anyway, i like the pic, 8/10.

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