Umbra Posted December 16, 2009 Report Share Posted December 16, 2009 See for yourselves. Overload SynchronFIREMachine / Tuner1 / 1000 / 1000If this card is used for a Synchro Summon, when the Synchro Monster attacks, increase it's ATK by the attacked monster's ATK or DEF, whichever is higher, during damage calculation only. Until your next Standby Phase after using this effect, the Synchro Monster's ATK is halved. Elemental Fusion RocketEARTHMachine3 / 800 / 800This card is also treated as an “Elemental Hero” monster. When this card is Summoned, add 1 “Polymerization” card in your Deck to your hand. Chain of FateContinuous TrapThis card's Spell Speed is 3. When a monster is removed from the field, place 1 Fate Counter on this card. (max. 10) You can remove any number of Chain Counters from this card during either player's turn to negate the activation or effect of a Spell, Trap or Effect Monster whose Spell Speed is equal to the number of Counters removed. Tearing Time ApartContinuous TrapDuring each of their Standby Phases, the turn player selects 1 card in their Deck and removes it from play. Then, the turn player rolls a six-sided die. The selected card is added to it's owner's hand after a number of Standby Phases equal to the dice result. Evil Hero Brutal MarauderDARKFiend4 / 1700 / 1500If this card destroys a monster by battle, you can discard 1 card to let this card attack once again in a row. Evil Hero Shattered StoneDARKFiend3 / 1600 / 800When this card battles, you can discard 1 card. If you do, this card cannot be destroyed by battle until the end of the Damage Step. Evil Hero Storm BrigadierDARKFiend4 / 2100 / 1400This card cannot be Normal Summoned or Set. Once per turn, when this card inflicts Battle Damage to your opponent, select 1 monster your opponent controls and inflict damage to your opponent equal to the selected monster's ATK. During their next turn, your opponent must attack this card with the selected monster. Shadow BindingQuick-Play SpellThis card's name is also treated as “Dark Fusion” while it is on the field or in your hand. Discard 1 card and send monsters listed on an “Evil Hero” Fusion Monster in your Extra Deck from either side of the field or in your hand to the Graveyard, and Special Summon the Fusion Monster from your Extra Deck. This Special Summon is treated as a Fusion Summon. Evil Hero Corrupted TitanDARKFiend / Fusion8 / 2900 / 18001 “Evil Hero” monster + 1 EARTH monsterThis card can only be Fusion Summoned by “Dark Fusion”. This card gains the effect(s) of any “Evil Hero” monster used for it's Fusion Summon. When this card inflicts Battle Damage to your opponent, if the attacked monster's ATK is lower than this card's DEF, increase the Battle Damage by the attacked monster's ATK. Evil Hero Blazing InfernalDARKFiend / Fusion7 / 2500 / 19001 “Evil Hero” monster + 1 FIRE monsterThis card can only be Fusion Summoned by “Dark Fusion”. This card gains the effect(s) of any “Evil Hero” monster used for it's Fusion Summon. When this card destroys a monster by battle, select 1 monster your opponent controls and inflict damage to your opponent equal to the selected monster's ATK. Evil Hero Umbral HurricaneDARKFiend / Fusion9 / 3200 / 31001 “Evil Hero” monster + 1 DARK monster + 1 WIND monsterThis card can only be Fusion Summoned by “Dark Fusion”. This card gains the effect(s) of any “Evil Hero” monster used for it's Fusion Summon. You can pay 2000 Life Points to remove from play all cards on the field except this card. Hurricane StatueTrap CardIf this card would be removed from play by “Evil Hero Umbral Hurricane”, place 1 Statue Counter (max. 3) on a face-up “Evil Hero Umbral Hurricane” and send this card to the Graveyard. If there are 3 Statue Counters on this card, you can remove from play this card and 2 “Hurricane Statue” in your Graveyard. If you do, you win the Duel. Shadowstorm ResilientSpell CardAdd 2 “Evil Hero” monsters in your Deck to your hand. Your opponent draws 2 cards. Evil Hero Hurricane CoreDARKFiend / Tuner3 / 1200 / 1200When this card is removed from play, you can pay 400 Life Points to Special Summon it. Evil Hero Eclipse TornadoDARKFiend / Synchro12 / 5000 / 5000“Evil Hero Hurricane Core” + “Evil Hero Umbral Hurricane”When this card is Synchro Summoned, remove from play 5 “Evil Hero” monsters in your Graveyard. If you cannot, destroy this card. This card gains 100 ATK for each card that is removed from play. Evil Hero Shining CovenantDARKFiend / Fusion8 / 3100 / 15001 “Evil Hero” monster + 1 LIGHT monsterThis card can only be Fusion Summoned by “Dark Fusion”. This card gains the effect(s) of any “Evil Hero” monster used for it's Fusion Summon. When this card is removed from the field, return all cards in your opponent's Graveyard to the bottom of their Deck, and send the same number of cards from the top of your opponent's Deck to their Graveyard. Platinum AngelLIGHTFairy7 / 2500 / 2500While this card is face-up on the field, you cannot lose the Duel and your opponent cannot win the Duel. When this card is removed from the field, both players lose the Game. Virus CloudDARKPlant1 / 0 / 0You can Tribute this card to remove from play 1 Synchro Monster on the field. Then, you can Special Summon 1 Synchro Monster from your Extra Deck whose Level is equal to the removed monster's Level - 1 from your Extra Deck. It is removed from play during the End Phase. Star Poison DrakeWINDDragon / Synchro7 / 2400 / 19001 Tuner monster + 1 or more non-Tuner monstersYou can Tribute this card to return all face-down cards on the field to their owner's hands. If this card is in your Graveyard during either player's Standby Phase, take 500 damage and Special Summon it to your side of the field. Insidious DarknessDARKFiend1/0/0This card cannot be destroyed by battle with a LIGHT monster, and any Battle Damage you take from battles involving a LIGHT monster becomes 0. While this card is face-up on the field, neither player can Special Summon LIGHT monsters or activate the effect of LIGHT monsters. During each of your End Phases, discard 1 DARK monster. If you cannot, destroy this card. Dissonance DIVINEFairy6 / 0 / 2500While this card is face-up on the field, Synchro Monsters cannot be Special Summoned or declare an attack. This card cannot be destroyed by battle, and you take no Battle Damage from battles involving it. If this card battles a Synchro Monster, the Synchro Monster's ATK becomes 0 and this card's ATK becomes equal to the Synchro Monster's original ATK. Link to comment
Umbra Posted December 17, 2009 Author Report Share Posted December 17, 2009 Why am I not surprised? BUMP. Link to comment
CrabHelmet Posted December 18, 2009 Report Share Posted December 18, 2009 So much brokenness... especially Shadow Binding. Link to comment
Toffee. Posted December 18, 2009 Report Share Posted December 18, 2009 Platinum AngelLIGHTFairy7 / 2500 / 2500While this card is face-up on the field' date=' you cannot lose the Duel and your opponent cannot win the Duel. When this card is removed from the field, both players lose the Game.[/quote']somehow, I knew this would bring Crab Helmet to the topic. Link to comment
Umbra Posted December 18, 2009 Author Report Share Posted December 18, 2009 I don't see how Shadow Binding is broken - it's essentially a Super Poly that forces you to run Evil Heroes. Link to comment
CrabHelmet Posted December 18, 2009 Report Share Posted December 18, 2009 I don't see how Shadow Binding is broken - it's essentially a Super Poly that forces you to run Evil Heroes. Super Poly has an extra discard cost, making it a -1, and drains Field Advantage. Link to comment
Umbra Posted December 18, 2009 Author Report Share Posted December 18, 2009 I don't see how Shadow Binding is broken - it's essentially a Super Poly that forces you to run Evil Heroes. Super Poly has an extra discard cost' date=' making it a -1, and drains Field Advantage.[/quote'] Fine, I'll add a discard cost, but I'll leave out the Can't Touch This clause. Link to comment
CrabHelmet Posted December 18, 2009 Report Share Posted December 18, 2009 Brutal Marauder and Shattered Stone both seem questionable in terms of balance too. A 1900 polyattacker is incredible, as is an 1800 wall; I have enough reservations about I NEVER GET KILLED monsters when they don't have very strong stats to back it up. Link to comment
Umbra Posted December 19, 2009 Author Report Share Posted December 19, 2009 Fixed some of the problems, but probably added more. [+newCards] Link to comment
CrabHelmet Posted December 19, 2009 Report Share Posted December 19, 2009 I am very much not a fan of "This card does nothing if your opponent does not run Deck X. If your opponent runs Deck X, they're pretty much screwed". I see that sort of card design as degenerate and a lazy way of countering broken decks, which ultimately leads to the game becoming more and more similar to rock-paper-scissors. So... I'm not too keen on any of the new ones, sorry. >_> But at least the DARK version of Holy Light is much better designed than the original, with the maintenance cost stopping it from basically being "You scoop now". I just still don't like the core concept of it. Link to comment
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