Mysterium Tremendum Posted February 6, 2010 Report Share Posted February 6, 2010 - Hoping to do better than I have done with my previous ideas, my hopefully best idea: Ancient Divinitians and Divinitian Descendents. This whole set is based around the Field Spell Card "Holy City of the Divinitians". When Holy City of the Divinitians comes into play, 10 Ragknight Counters are placed in what I will refer to as the Ragknight Counter Pile. whenever a monster wins a battle, they are gifted with Ragknight Counters from the pile that increase their ATK and DEF. "Divinitian Descendents" are the powerful counterparts of the "Ancient Divinitians" that don't utilize the Ragknight counters but have powerful effects based on Mutation. Credit: - The credit for each of the images is on the card itself. [spoiler=Monsters][spoiler=Ancient Divinitians][spoiler= Ragknight Dual Blade]Effect: This card can only be Summoned if "Holy City of the Divinitians" exists on the field. This card can attack your opponent directly if it has no Ragknight Counters placed on it. If this card attacks your opponent directly, place 1 Ragknight Counter on it. If this card would have 1500 or more ATK, this card's ATK automatically becomes 1500. This card can attack even if it is the first turn of the duel. If this card attacks during the first turn of the duel, the damage inflicted to your opponent is halved. [spoiler= Balaur Ragknight Dragon]Effect: This card can only be Summoned if "Holy City of the Divinitians" exists on the field. This card gains 100 ATK and DEF for each Ragknight Counter in the Ragknight Counter Pile. If there are 5 or more Ragknight Counters in the Ragknight Counter Pile during your Standby Phase, all face-up monsters that you control gain 300 ATK (excluding this card). This card cannot have Ragknight Counters placed on it. If this card destroys a monster with Ragknight Counters placed on it, return them to the Ragknight Counter Pile. [spoiler= Ragknight Canceller] [spoiler= Ragknight Daedrian]Effect: This card can only be Summoned if "Holy City of the Divinitians" exists on the field. If this card battles with a monster with Ragknight Counters placed on it, this card gains 500 ATK and 300 DEF. If this card has 2 or more Ragknight Counters placed on it during your Standby Phase, you can Tribute it to Special Summon 1 "Ragknight Dark Guardian" from your hand, Deck, or Graveyard in face-up Attack or Defense Position. [spoiler=Ragknight Dark Guardian]Effect: This card can only be Special Summoned by "Ancient Divinitian - Ragknight Daedrian"s effect. When this card is Special Summoned, you can place 1 Ragknight Counter on this card from the Ragknight Counter Pile OR if there are no Ragknight Counters in the Ragknight Counter Pile, you can take 1 from another monster on the field with Ragknight Counters on it and place it on this card. When this card battles, decrease the ATK and DEF of the opponent's monster by 200 for each Ragknight Counter placed on this card. This card's ATK and DEF cannot be changed. [spoiler= Ragknight Necromancer]This card can only be Summoned if "Holy City of the Divinitians" exists on the field. As long as you control this face-up card, whenever a "Ancient Divinitian" monster with Ragknight Counters on it that you control is destroyed by battle, you can Special Summon it in face-up Defense Position with its ATK and DEF decreased by 500. [spoiler= Ragknight Envoy] [spoiler=Ragknight Stone Guardian]Effect: This card can only be Summoned if "Holy City of the Divinitians" exists on the field. This card's ATK and DEF cannot be increased. This card cannot attack unless it has 3 or more Ragknight Counters placed on it. Each time a face-up monster that you control destroys an opponent's monster by battle, you can place 1 Ragknight Counter on this card instead. [spoiler= Ragknight Attributian Magician]Effect: This card's Attribute is also treated as WATER. As long as you control this face-up card, you can negate all Spell, Trap, and Monster Effects that involve a monster's Attribute. If this card is destroyed by an opponent's Spell Card effect, you can Special Summon this card during your next Standby Phase and place 1 Ragknight Counter on it from the Ragknight Counter Pile. If there is no Ragknight Counters in the Ragknight Counter Pile, you can place 1 on this card from an opponent's monster. [spoiler=Pyrotic Primeape]Effect: This card cannot have Ragknight Counters placed on it. If this card destroys a monster by battle with Ragknight Counters placed on it, all Ragknight Counters placed on it are returned to the Ragknight Counter Pile. When this card battles a monster with Ragknight Counters placed on it, this card gains 300 ATK and DEF for each Ragknight Counter placed on the opponent's monster. -[spoiler= Divinitian Descendents][spoiler=Aerrow the Great] [spoiler=Acre the Silent] [spoiler=Arthur the Deadly] [spoiler=Flax the Animus Spirit]Effect: This card cannot be Special Summoned. This card is placed in its' owner's hand during the End Phase of the turn this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can select up to 2 monsters that your opponent controls and flip them face-down until your 2nd End Phase after this effect is activated without changing their Battle Positions. Monster Card Zones that are occupied by a monster that has been flipped face-down by this effect are treated as Empty Monster Card Zones. Monsters that have been flipped face-down by this card's effect cannot attack or change Battle Positions. [spoiler=Mutation Crawler]Effect: If "Holy City of the Divinitians" exists in your Field Spell Card Zone, this card gains 500 ATK and 500 DEF. As long as you control this face-up card, you can Special Summon 1 "Mutation Token" in face-up Attack Position (Fiend-Type / Union /DARK/Level 2/ATK 200/DEF 100). While you control a face-up "Mutation Token" you can equip it to a face-up "Divinitian Descendent" monster that you control (except "Divinitian Descendent - Mutation Crawler") as an Equip Spell Card OR unequip it and send it to the Graveyard to draw 1 card from your respective Deck. A monster equipped with a "Mutation Token" gains 100 ATK each time it attacks or is attacked. A monster can only be equipped with 1 "Mutation Token" at a time. [spoiler=Mutation Propagate]Effect: This card can only be Summoned if you have 3 or more "Divinitian Descendent" monsters in your Graveyard. When this card is Summoned, you can place any number of "Divinitian Descendent" monsters from your Graveyard face-up on top of your opponent's Deck. Each time your opponent draws a face-up "Divinitian Descendent" monster, all monsters he/she controls lose 300 ATK and DEF until your opponent doesn't draw a "Divinitian Descendent" monster during his/her Draw Phase. If your opponent would draw a "Divinitian Descendent" monster, he/she cannot draw cards outside of his/her Draw Phase. [spoiler=Xarxes the Master]Effect: This card cannot be attacked by an opponent's monster that has attacked before. Once per turn by removing from play 3 "Divinitian Descendent" monsters in your Graveyard, you can select up to 3 cards that are Spell or Trap Cards in your Graveyard and place them on top of your Deck. [spoiler=Spells][spoiler=Holy City of the Divinitians Effect]This card cannot be removed from the field. After activation, place 10 Ragknight Counters in the Ragknight Counter Pile. Whenever a monster without Ragknight Counters on it is destroyed by battle, place 1 Ragknight Counter from the Ragknight Counter Pile on the monster that destroyed it. Monsters gain 300 ATK and DEF for each Ragknight Counter placed on it. If a monster with Ragknight Counters on it is destroyed or removed from play by another way, all Ragknight Counters placed on it are returned to the Ragknight Counter Pile. If a monster with Ragknight Counters on it is destroyed by battle, place all Ragknight Counters from the destroyed monster on the monster that destroyed it. [spoiler=Ragknight Infusion's effect]This card can only be used to equip a monster with less than 1000 ATK. The monster equipped with this card is treated as a Level 8 monster with 3500 ATK. The monster equipped with this card cannot attack your opponent directly and all damage to your opponent from battles involving the equipped monster becomes 500. During your 2nd Standby Phase after this card is equipped, the equipped monster is destroyed and all monsters in your hand and on your field are sent to the Graveyard. [spoiler=Traps] Link to comment Share on other sites More sharing options...
ragnarok1945 Posted February 6, 2010 Report Share Posted February 6, 2010 now these are REALLY impressive effects, don't see any imbalance to them at all likewise I see no OCG errors on any of the cards, and with the exception of a few card lores still hard to read that you didn't write out, everything is perfect 9.9/10 Link to comment Share on other sites More sharing options...
Leturn Master Posted February 6, 2010 Report Share Posted February 6, 2010 I don't see the use in these effects. Some of the cards rely on Ragknight Counters being the Ragknight Counter Pile, while others want them on opposing cards, while yet others want them on YOUR cards.. You need a central strategy. And a lot of these cards can be shut down by pulling MST, "Bestiari", "Heavy Storm", or whatever to destroy your main city card... Link to comment Share on other sites More sharing options...
Darj Posted February 6, 2010 Report Share Posted February 6, 2010 Why not put the 10 Ragnaknight counters on the Field Card instead of this "Ragnaknight Counter Pile" that seems like a new game mechanic and, therefore, unrealistic? It would be almost the same, the only difference being that the counters will be actually in an existent place. And the field cannot be removed anyways, so you don't have to worry of losing stockpiled counters. Link to comment Share on other sites More sharing options...
Mysterium Tremendum Posted February 6, 2010 Author Report Share Posted February 6, 2010 Why not put the 10 Ragnaknight counters on the Field Card instead of this "Ragnaknight Counter Pile" that seems like a new game mechanic and' date=' therefore, unrealistic? It would be almost the same, the only difference being that the counters will be actually in an existent place. And the field cannot be removed anyways, so you don't have to worry of losing stockpiled counters.[/quote'] Thats' already been done, I wanted to try something a little different from putting the counters on cards. Thanks I don't see the use in these effects. Some of the cards rely on Ragknight Counters being the Ragknight Counter Pile' date=' while others want them on opposing cards, while yet others want them on YOUR cards.. You need a central strategy. And a lot of these cards can be shut down by pulling MST, "Bestiari", "Heavy Storm", or whatever to destroy your main city card...[/quote'] I kinda see your point. I tried to account for if you were behind in a duel as well as if you were ahead and take advantage of which way it was going. The main point of this set is winning battles, If your monsters don't win battles they won't get counters so I tried to make this set account for both scenarios. Link to comment Share on other sites More sharing options...
Mysterium Tremendum Posted February 7, 2010 Author Report Share Posted February 7, 2010 Bump, because I took a long time to make this set. Link to comment Share on other sites More sharing options...
Jazin Kay Posted February 7, 2010 Report Share Posted February 7, 2010 Pyrotic Primeape uses the image of an existing card, Flamvell Poun. Link to comment Share on other sites More sharing options...
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