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Psychic Mutant Force Set [17/??] Unfinished | added: EN016 & EN017


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[align=center]Proudly Present to You

My Card Set :

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[spoiler=PSMF - EN001]

[align=center]Mutant Ramzo & Ghost Rare

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Lore:

Once per turn, you can pay 800 Life Points, if you do this card can attack all monsters on your opponent's side of field, all battle damage that inflict to your opponent during this turn is halved.

 

[spoiler=PSMF - EN002]

[align=center]Mutant Clomee

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Lore:

1 Tuner + 1 or more non-Tuner monsters

Each time your opponent draw a card from Deck, increase your Life Points by 800. When a Psychic-Typer monster is sent to Graveyard, inflict 500 damage to your opponent's Life Points.

 

[spoiler=PSMF - EN003]

[align=center]Mutant Scorzo

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Lore:

Once per turn, you can pay 800 Life Points to toss a coin and activate the following effects based on the result:

-Head: Destroy 1 face down monster on your opponent's side of field.

-Tail: Destroy 1 Spell or Trap card on your opponent's side of field.

 

[spoiler=PSMF - EN004]

[align=center]Mutant Kid

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Lore:

This card cannot destroyed by battle (damage calculation apply). You can pay 1000 Life Points to inflict battle damage to your opponent's Life Points equal to the ATK of all Psychic-Type monster you control by half. If you do, destroy this card at End phase, and Special Summon 1 Psychic-Type monster from your Graveyard that have ATK equal or less to the effect damage your opponent taken.

 

[spoiler=PSMF - EN005]

[align=center]Mutant Warrior

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Lore:

Once per turn, you can pay 800 Life Points and select 1 face up monster on your side of field, this card gain equal to the ATK of selected monster until End phase, the ATK of the selected monster become 0 until same End Phase.

 

[spoiler=PSMF - EN006]

[align=center]Ancient Scroll

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Lore:

Remove from play 1 monster in your Graveyard to Draw 1 card from your Deck and reveal it to your opponent, and active the following effect based on the result:

-Monster : If it is a level 4 or lower monster you can Special Summon it.

-Spell : Increase your Life Points by 1000.

-Trap : Inflict 800 damage to your opponent's Life Points.

 

[spoiler=PSMF - EN007]

[align=center]Psychic Absorption

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Lore:

When this card face up on the field, each time you activate the effect of Psychic-Type monster, the cost for active it's effect instead changed decrease opponent's Life Points. During your End Phase pay 700 Life Points, if you don't pay sent this card to Graveyard.

 

[spoiler=PSMF - EN008]

[align=center]Reduplication

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Lore:

Pay 500 Life Points to active this card. Active only when a level 5 or lower Psychic-Type Monster you control destroyed by battle. Special Summon as many as possible monster with the same name from your hand, Deck, or Graveyard, ignoring the Summoning conditions.

 

[spoiler=PSMF - EN009]

[align=center]Mutant Rugus the Ancient Warrior

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Lore:

1 Non-Tuner - 1 Dark-Tuner

When this card is Summoned, increase your Life Points by 1000. Once per turn, pay 700 Life Points to send the top of opponent's Extra Deck to Graveyard, if the effect activated successfully this card gain half ATK of the monster until End Phase. This card does Piercing Damage.

 

[spoiler=PSMF - EN010]

[align=center]Mutant Ancient Endigmo

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Lore:

When this card Summoned, Special Summon 1 level 4 or lower non-Tuner monster from your Deck. Pay any number of Life Points in multiples of 200, the level of selected monster reduced by 1 for each 200 Life Points you paid, until the End Phase. When this card used for Dark Synchro Summon material, remove from play instead of send it to Graveyard.

 

[spoiler=PSMF - EN011]

[align=center]Mutant Defender Glugio

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Lore:

When this card is Summoned, place 1 Psychic Counter on this card. Put 1 Psychic Counter on this card for each Psychic-Type monster that activate it's effect. Once per turn during your Battle Phase, you can remove 1 Psychic Counter from this card to have this card attack you opponent directly even in Defense Position. When this card removed from the field, inflict damage to both player's Life Point's for each Psychic Counter on it x500.

 

[spoiler=PSMF - EN012]

[align=center]Primal Boost

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Lore:

Once per turn, during your Main Phase 2, you can remove from play 2 Psychic-Type monsters from your Graveyard and increase your Life Points equal to half the ATK of the removed from play monsters.

 

[spoiler=PSMF - EN013]

[align=center]Unforgiven

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Lore:

Destroy 1 Spell or Trap on the field, by removing from play 1 monster from your Graveyard, return this card to your hand instead by sending it to the Graveyard.

 

[spoiler=PSMF - EN014]

[align=center]Nature Lock

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Lore:

When this card remain face-up on the field, neither you or your opponent cannot set Spell or Trap Cards. All Face-down Spell and Trap Cards cannot be activated. Destroy all Spell and Trap Cards include this card during your 2nd Standby Phase after activation.

 

[spoiler=PSMF - EN015]

[align=center]Mutant Hunai the Connector

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Lore:

Sent this card from your hand to the Graveyard, select 4 removed from play monster(s), return the selected monster(s) to your Deck and shuffle it, then Draw 1 card.

 

[spoiler=PSMF - EN016]

[align=center]Mutant Juno

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Lore:

Twice per turn, you can remove 1 Psychic Counter from a card you control, if you do, this card gain 300 ATK per removed Psychic Counter until End Phase. When this card attacks your opponent cannot activated Trap Card.

 

[spoiler=PSMF - EN017]

[align=center]Connected Worl

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Lore:

This card gain 1 Psychic Counter during each player Standby Phase. Once per turn during your Main Phase 1, you can remove up to 2 Psychic Counter to gain 400 Life Points for each Psychic Counter. All Psychic-Type Monster gain 100 ATK and DEF for each Psychic Counter on this card. When this card sent to Graveyard, for each Psychic Counter on this card, you can return 1 Psychic-Type Monster(s) to Deck per Psychic Counter on this card.

 

 

 

Image Credit: HP Doom, Nightmarian, Jazin Kay.

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Good cards, exept a few OCG errors, its fine.

 

The ghost rare is pretty much another version of Mutant Ramzo, so no need for it to be in the same set... About the effects they are basicly good and somewhat balanced exept for Mutant Scorzos effect its a bit off, sence either way you will destroy a card face-up or down card.. In addition to these comments ill have to rate this set a 6/10(Partly Good).

 

Keep it up and ill check later if you add more to the set.

 

Note: Ill really be very thankful to you if you go review my cards in the Life is Pain Set am making more. And will be giving +Rep for who ever comments and gives me a detailed review on each card.

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Added Ancient Scroll

 

Ocg still needs work. I really like the pictures. Do you edit them yourself?

 

no i use image that created by other people' date=' read the credit :']

any comment ppl?

 

Ah.. I meant do you leave them untouched or do you play with them.. like increase the brightness, or w/e. But oook ;)

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Original:

Draw 1 card from your Deck and reveal it to your opponent, and active the following effect based on the result:

-Monster : Special Summon it to your side of field (ignoring Summoning condition).

-Spell : Increase your Life Points by 1000.

-Trap : Inflict 800 damage to your opponent's Life Points.

-By paying 200 life points, you can add this card to your hand, from your graveyard.

__________

 

so you take out the bottom part to not make it an infinite loop/OTK/Swarm the field. Well guess what, It still has no cost. why not run 3 of this in every deck? The problem I have is that it would easily be a staple if it were real, since self Mill is beneficial in all decks, but now you add extra benefits to it. Just try to image this in the Zombie/LS decks that are out now. Maybe if you added a cost of tributing a monster, or discarding a card to activate, but even then, it's still a very powerful card considering most decks that swarm run 20+ monsters and always less then 45 cards.

 

I just don't see a way to balance this card, without completely nuking it. I also don't understand how you thought getting it back by paying 200 life points was a good/fair edition to it originally.

 

I have a problem with Mutant Clomee, He should not be generic, and he should not heal you 1600 life points each time you activate Trade In, Allure, D Draw, Hand destruction, Dark World Dealing, etc, and should not heal you 8000 for activating Morphing Jar. Do you see the problems I'm having, or are you going to negative rep me again for point out the flaws of these "realistic cards"? I'm not rating them, the rest of your cards seem a borderline OP, however In game there are already much worse.

 

Edit: oh Mutant Kid can get himself back, and I'm sure there is a possible OTK with him, I'd have to look at all the physics to see, but he feels very much like a new dark strike fighter OTK .

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