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[align=center]Eh. All my singles. Will expand overtime.

 

[spoiler=DPJG-EN001 - Emprad, the Heavenly Beast]

EN001-EmpradtheHeavenlyBeast.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Fairy-Type monsters. Once per turn, if a Fairy-Type monster you control would be destroyed by battle, you can send the top 3 cards of your Deck to the Graveyard to negate the attack and make the ATK of the attacking monster 0 until your opponents next Standby Phase.

 

 

[spoiler=DPJG-EN002 - Cursed Beast of Nightmares]

EN002-CursedBeastofNightmares.jpg

While this card is on the field, the ATK of all cards that are not controlled by their original owners becomes 0. When this card destroys a monster by battle, remove the destroyed monster from play.

 

 

[spoiler=DPJG-EN003 - Chutree]

EN003-Chutree.jpg

This card cannot be destroyed by battle with a Level 4 or higher monster. If this card is sent to the Graveyard for a Synchro Summon, you can Special Summon 1 "Chutree" from your hand or Deck.

 

 

[spoiler=DPJG-EN004 - Cyber Sword - Power Drainer]

EN004-CyberSword-PowerDrainer.jpg

Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a Machine-Type monster you control as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, the equipped monster gains ATK equal to the Level of the monster with the highest Level in your Graveyard x100. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

 

 

[spoiler=DPJG-EN005 - Demon of One Hundered Arms]

EN005-DemonofOneHunderedArms.jpg

"Senju of the Thousand Hands" + "Manju of the Ten Thousand Hands"

Remove from play both monsters from your Graveyard from play to Fusion Summon this card from your Extra Deck. If at least one of them has successfully activated it's effect during the Duel, when this card destroys a monster, you can search your Deck for 1 Ritual Monster and add it to your hand. Once per turn, you can Special Summon any Ritual Monster from your hand. You must also discard monsters from your hand whose total Levels equal or are higher than the Level of the Ritual Monster you are Special Summoning.

 

 

[spoiler=DPJG-EN006 - Living Fortress, Guardian of Divinity]

EN006-LivingFortressGuardianofDivin.jpg

This card is treated as a LIGHT, DARK, FIRE and WIND monster while on the field. This card cannot attack. Once per turn, during your Standby Phase, pay 2000 Life Points and increase the Level of this card by 1. If you do not, destroy all cards you control. While this card is on the field, all DIVINE monster you control cannot be destroyed by battle. If 3 or more monsters you control would be destroyed by a card effect, you can Tribute this card to negate the effect and inflict damage to your opponent equal to the Level of this card x300.

 

 

[spoiler=DPJG-EN007 - Crystallic Aquatic Terminator]

EN007-CrystallicAquaticTerminator.jpg

This card is also treated as a Machine-Type monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 Machine-Type while there are 3 or more WATER monsters in your Graveyard. While this card is on the field, all Field Spell Cards are treated as "Umi". If there is no Field Spell Card on the field, you can select 1 WATER monster you control. The selected monster is treated as "Umi". Once per turn, you can Tribute 1 monster you control to decrease the ATK of all monsters your opponent controls by an amount equal to the number of WATER monsters you control x200 until the End Phase.

 

 

[spoiler=DPJG-EN008 - Spectrum Guardian, Dissin]

EN008-SpectrumGuardianDissin.jpg

1 Tuner + 1 or more non-Tuner monsters

This card is treated as a LIGHT, FIRE, WIND, WATER and EARTH Attribute. When this card is Synchro Summoned, discard cards from your hand equal to the number of cards used for the Synchro Summon of this card, and destroy cards on the field up to the number of discarded cards.

 

 

[spoiler=DPJG-EN009 - Demonic Overlord Kaon]

EN009-DemonicOverlordKaon.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing DARK monsters you control whos total Level equal 10 or more. Increase the ATK of this card by an amount equal to the number of Levels over 10 the Tributed monsters have in total x100. While this card is on the field, by paying 1500 Life Points, all DARK monsters you control can attack twice this turn. This card is destroyed during your 3rd Standby Phase after Summoning it. If this card is destroyed by its own effect, inflict 3000 damage to your own Life Points.

 

 

[spoiler=DPJG-EN010 - Haunting Gravespirit]

EN010-HauntingGravespirit.jpg

This card can be Special Summoned from your hand if there are 5 or more cards in your Graveyard. Once per turn, you can send this card to the Graveyard, and Special Summon 1 monster from your Graveyard with ATK equal to or less than this card. During your End Phase, send the Special Summoned monster to the Graveyard, and Special Summon this card from the Graveyard.

 

 

 

*After re-loading each card thrice* Alright, that was it. I'm PM'ing YCMaker about the issue of the bottom of cards being cut off. It's annoying as hell.[/align]

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I'm not insulting you. But I will not cover up that I don't like you, and nothing can change that. Anyways, I am going to be updating with 3 new cards immedietly after this post.

 

EDIT: EN006 was made for a contest, so that's why it's DIVINE and 4000 at Level 3. It's probably way OP'ed, but I tried...

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Living Fortress, Guardian of Divinity makes wild love to Skill Drain, especially since the last effect there still activates to protect your monsters and burn while Drain is active and you don't pay the 2000 LP.

I don't know if that combo is broken or just good, I personally like seeing cards that work nicely with Drain.

Other than that, I'm not sure if Crystallic Aquatic Terminator or Cyber Sword - Power Drainer are really runnable, but the rest of the set is great. Good job.

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a shame Dissin has no effect while it's on the field other than the turn it's summoned, you should give an effect for that

 

for Living Fortress, just make the effect so that it can't attack until its level has reached 10 or something like that

 

"If you do not, destroy all cards you control While this card is on the field," you also missed a period between control and While

 

8/10

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Card's don't need to have an effect constantly while they're on the field. While his card is highly useful, possibly broken since it's close to a Brio that can destroy, it is pretty well made.

Fortress can't attack at all and it's unrealistic that you'd pay 16,000 LP to get it that high. It's a Skill Drain card.

I noticed the last bit, but it's clear enough what he means that it doesn't matter.

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Emprad, the Heavenly Beast

Seems a bit odd that this Dragon supports Fairy monsters but that's just a personal nit pick. No OCG errors at all and it carries nice effect that would be incredibly annoying to deal with. Taking into consideration the difficult summoning requirements (since Fairies aren't known for field swarming quickly) this effect seems balanced enough. In terms of usefulness I'm not sure if it would be main decked that often due its hard summoning requirements unless you went out of your way to create a combo to get this on the field. Even then with protection from the battle phase it can still be dealt with by a plethora of spells, traps, and monster effects. Looking at current Fairy builds this card seems out of place with them. It's a nice card for sure but I'm not entirely sure it's a practical card for its intended support.

 

Cursed Beast of Nightmares

I beleive the correct wording for RFGing monsters destroyed by battle goes like this: "Monsters this card destroys by battle are removed from play instead of going to the Graveyard." However, this is based off of Dark Magician of Chaos who is an older card. Honestly, I like your wording better as it is feels more up-to-date with the currenct OCG of cards.

 

Again, no OCG errors and the effect is rather original but its applications are very limited. It would be a nice tech card in a Zombie mirror match or if your opponent relied heavily on cards like Goyo Guardian. Seems like a card that would have been helpful 2 formats ago.

 

Cyber Sword - Power Drainer

I don't think its necessary to state on the field. I know it was used in older Union monster cards but it doesn't seem applicable anymore as it should already be implied that the card is on the field already when it is under a players control but that's just my personal opinion. Also, the sentence where you said unequip the Union equipment is incorrect and should be changed to "unequip it".

 

Besides the minor OCG errors this card is quite original. The only thing holding it back is that the effects seems rather bland due to the fact that Machines don't see much play with the Cyber Dragon archetype being pretty much dead now and that ATK boost cards are no longer as effective in this format.

 

Demon of One Hundered Arms

I think the effect of attacking each card once each is very fitting for the fusion material monsters used but other than that the rest of the effect seems unfitting considering both cards are support for ritual monsters. Would have liked to seen this card add some sort of additional support to a Ritual monster.

 

Crystallic Aquatic Terminator

Again, it's a well done card in terms of OCG and balancing the Level, stats, and effect. However, I feel underwhelmed by this card considering the type of build it would require to get it out on the field and to continously support its effect.

 

Spectrum Guardian, Dissin

Forgot to add the word "hand" in regards to the discard cost. This card is horrendously overpowered despite its simplicity and would probably be limited or forbidden from play. It's a destroy 2 with what seemingly feels like a fair discard cost but due to certain monsters thriving in the Graveyard a properly crafted deck can easily take advantage of the discard cost to create OTK scenarios. The summoning requirements are quite easy and allows you to generate incredible field advantage. It's why cards like Brionac got limited.

 

I liked the initial idea and it would have seemed fair many formats ago but with the current pacing of the TCG/OCG this card would be main decked right away and potential in 2-3's because it's that useful of a card. Very easy to Summon and gives a +2 field advantage at the cost of -2 to your hand which may or may not be good depending on the situation. In a typical DARK monster build the discard cost can work in favor of the user and create swarming situations for a OTK.

 

Overall, the cards you make are well made with a good balance between visual appeal, suiting stats, and fairly balanced card effects. I could see most of these cards being actually in the TCG as they fit the trend; however, the issue I have with your cards is that the effects, while original and well thought out, are very under whelming or not that applicable to the game itself. They would seem like fun one-off cards to use for casual play but in a competitive environment these cards would see very little play with the exception of the Synchro who is far too good.

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