G-Break Posted February 28, 2010 Author Report Share Posted February 28, 2010 Original:Draw 1 card from your Deck and reveal it to your opponent' date=' 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 .[/quote'] well, it's better when you said it before. i would fix it's effects, so it can usable in deck, well, when i used custom cards, it's all custom cards in my deck. Good cards. Some ocg errors. Good pics. some overused. 8.9/10 ok. Link to comment Share on other sites More sharing options...
G-Break Posted March 13, 2010 Author Report Share Posted March 13, 2010 Added [PSMF - EN009] ->Mutant Rugus the Ancient Warrior CnC please. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted March 13, 2010 Report Share Posted March 13, 2010 change "sent" to "send" in the text (due to future tense grammar) OCG is fine, effect isn't as OPed as a Dark Synchro should be though 8/10 Link to comment Share on other sites More sharing options...
G-Break Posted March 14, 2010 Author Report Share Posted March 14, 2010 Thanks, will fix it later. any comment? Link to comment Share on other sites More sharing options...
Shocked Posted March 14, 2010 Report Share Posted March 14, 2010 Few OCG errors. Effect seems OP'd and some balanced.. The pic is great 8.5/10 Link to comment Share on other sites More sharing options...
G-Break Posted March 14, 2010 Author Report Share Posted March 14, 2010 Dark Synchro fixed Link to comment Share on other sites More sharing options...
G-Break Posted March 14, 2010 Author Report Share Posted March 14, 2010 added new Card. [PSMF - EN010] Mutant Ancient Endigmo Link to comment Share on other sites More sharing options...
ragnarok1945 Posted March 14, 2010 Report Share Posted March 14, 2010 for a lv9 monster, I'm surprised it has no specific summoning requirements a shame it makes the tuner monster level go DOWNWARDS and not up, otherwise this'd be very flexible for synchro swarming 9.3/10 Link to comment Share on other sites More sharing options...
wero-vasto Posted March 14, 2010 Report Share Posted March 14, 2010 Original:Draw 1 card from your Deck and reveal it to your opponent' date=' 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 . [/quote'] The funniest thing here is that if the OTK cards cannot be made... then why Konami did them? O: Now I go in the cards as they are right now... [spoiler=Mutant Ramzo]Once per turn, you can pay 800 Life Points to have this card attack all monsters on your opponent's side of field. All battle damage that this card inflicts to your opponent during this turn is halved. Balanced enough nothing to say here... [spoiler=Mutant Clomee]1 Tuner + 1 or more non-Tuner monsters.Each time your opponent draw a card, increase your Life Points by 800. When a Psychic-Type monster is send to Graveyard, inflict 500 damage to your opponent's Life Points. The same balanced and nothing more... [spoiler=Mutant Scorzo]Once per turn, you can pay 800 Life Points to toss a coin and activate 1 of 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. Balanced, not that original thought... [spoiler=Mutant Kid]This card cannot be destroyed by battle (Damage calculation is applied normally.). You can pay 1000 Life Points to inflict damage to your opponent's Life Points equal to half the combined ATK of all Psychic-Type monster you control. If you activate this effect, destroy this card at the End phase of this turn and Special Summon 1 Psychic-Type monster from your Graveyard that have ATK equal or less to the damage inflicted to your opponent. Yeap, you can make an OTK with this card... so mayber, you'll want to add at the end that you can't Special Summon "Mutant Kid" with this effect... [spoiler=Mutant Warrior]Once per turn, you can pay 800 Life Points and select 1 face-up monster on your side of field. This card gains ATK equal to the ATK of selected monster until End phase and the ATK of the selected monster becomes 0 until the End Phase of this turn. A little OPed... but fine for me [spoiler=Ancient Scroll]Draw 1 card from your Deck and show it to your opponent. Active the effect based on the result:-Monster: Special Summon it to your side of field (Ignoring Summoning conditions.).-Spell: Increase your Life Points by 1000.-Trap: Inflict 800 damage to your opponent's Life Points. Let's balance this: This card has no Drawback for the great effects it has... let's put one...something like... "Remove from play 1 monster in your Graveyard to Draw 1 card and show it to your opponent." Now into the monster card effect:Again needs a Drawback, something like "If it is a level 4 or lower monster you can Special Summon it." Now into the Spell Card effect:For me this is fine.... Now into the Tra Card effect:Actually the same ^^ [spoiler=Psychic Absorption]You can pay your opponent's Life Points instead of paying Life Points to activate any Psychic-Type monster's effect that you control. During each of your End Phases pay 500 Life Points, if you cannot, destroy this card. Seems a little OPed... so increase the cost to something like 700 or 800, even 1000 would be better... [spoiler=Reduplication]Active only when a level 5 or lower Psychic-Type Monster you control is destroyed by battle. Special Summon as many as possible monsters with the same name from your hand, Deck, or Graveyard, ignoring the Summoning conditions. Add some cost like 500 Life Points for activation and is Ok... [spoiler=Mutant Rugus the Ancient Warrior]1 Non-Tuner monster - 1 Dark TunerWhen this card is Dark Synchro Summoned, increase your Life Points by 1000. Once per turn, you can pay 700 Life Points to send the top card of your opponent's Extra Deck to the Graveyard. Increase the ATK of this card by half ATK of the sent card until the End Phase of this turn. Simple... put another effect for it and instead of just when it's Dark Synchro Summoned, make it when it's Summoned. That way fits perfect for a Dark Synchro. [spoiler=Mutant Ancient Endigmo]When this card Summoned, Special Summon 1 level 4 or lower non-Tuner monster from your Deck. Pay any number of Life Points x200 to have the level of the Summoned monster reduced by 1 equal to the times you paid, until the End Phase of this turn. If this card would be sent to the Graveyard for a Dark Synchro Summon, remove this card from play instead. Great Dark Tuner...so balanced ^^ 8/10 Link to comment Share on other sites More sharing options...
G-Break Posted March 14, 2010 Author Report Share Posted March 14, 2010 Original:Draw 1 card from your Deck and reveal it to your opponent' date=' 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 . [/quote'] The funniest thing here is that if the OTK cards cannot be made... then why Konami did them? O: Now I go in the cards as they are right now... [spoiler=Mutant Ramzo]Once per turn, you can pay 800 Life Points to have this card attack all monsters on your opponent's side of field. All battle damage that this card inflicts to your opponent during this turn is halved. Balanced enough nothing to say here... [spoiler=Mutant Clomee]1 Tuner + 1 or more non-Tuner monsters.Each time your opponent draw a card, increase your Life Points by 800. When a Psychic-Type monster is send to Graveyard, inflict 500 damage to your opponent's Life Points. The same balanced and nothing more... [spoiler=Mutant Scorzo]Once per turn, you can pay 800 Life Points to toss a coin and activate 1 of 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. Balanced, not that original thought... [spoiler=Mutant Kid]This card cannot be destroyed by battle (Damage calculation is applied normally.). You can pay 1000 Life Points to inflict damage to your opponent's Life Points equal to half the combined ATK of all Psychic-Type monster you control. If you activate this effect, destroy this card at the End phase of this turn and Special Summon 1 Psychic-Type monster from your Graveyard that have ATK equal or less to the damage inflicted to your opponent. Yeap, you can make an OTK with this card... so mayber, you'll want to add at the end that you can't Special Summon "Mutant Kid" with this effect... [spoiler=Mutant Warrior]Once per turn, you can pay 800 Life Points and select 1 face-up monster on your side of field. This card gains ATK equal to the ATK of selected monster until End phase and the ATK of the selected monster becomes 0 until the End Phase of this turn. A little OPed... but fine for me [spoiler=Ancient Scroll]Draw 1 card from your Deck and show it to your opponent. Active the effect based on the result:-Monster: Special Summon it to your side of field (Ignoring Summoning conditions.).-Spell: Increase your Life Points by 1000.-Trap: Inflict 800 damage to your opponent's Life Points. Let's balance this: This card has no Drawback for the great effects it has... let's put one...something like... "Remove from play 1 monster in your Graveyard to Draw 1 card and show it to your opponent." Now into the monster card effect:Again needs a Drawback, something like "If it is a level 4 or lower monster you can Special Summon it." Now into the Spell Card effect:For me this is fine.... Now into the Tra Card effect:Actually the same ^^ [spoiler=Psychic Absorption]You can pay your opponent's Life Points instead of paying Life Points to activate any Psychic-Type monster's effect that you control. During each of your End Phases pay 500 Life Points, if you cannot, destroy this card. Seems a little OPed... so increase the cost to something like 700 or 800, even 1000 would be better... [spoiler=Reduplication]Active only when a level 5 or lower Psychic-Type Monster you control is destroyed by battle. Special Summon as many as possible monsters with the same name from your hand, Deck, or Graveyard, ignoring the Summoning conditions. Add some cost like 500 Life Points for activation and is Ok... [spoiler=Mutant Rugus the Ancient Warrior]1 Non-Tuner monster - 1 Dark TunerWhen this card is Dark Synchro Summoned, increase your Life Points by 1000. Once per turn, you can pay 700 Life Points to send the top card of your opponent's Extra Deck to the Graveyard. Increase the ATK of this card by half ATK of the sent card until the End Phase of this turn. Simple... put another effect for it and instead of just when it's Dark Synchro Summoned, make it when it's Summoned. That way fits perfect for a Dark Synchro. [spoiler=Mutant Ancient Endigmo]When this card Summoned, Special Summon 1 level 4 or lower non-Tuner monster from your Deck. Pay any number of Life Points x200 to have the level of the Summoned monster reduced by 1 equal to the times you paid, until the End Phase of this turn. If this card would be sent to the Graveyard for a Dark Synchro Summon, remove this card from play instead. Great Dark Tuner...so balanced ^^ 8/10 woops, full review. yay. thanks brother.. :]gonna fix it. :] Link to comment Share on other sites More sharing options...
wero-vasto Posted March 14, 2010 Report Share Posted March 14, 2010 Thought that's what you want it ^^ Hope I helped ^^ Link to comment Share on other sites More sharing options...
G-Break Posted March 14, 2010 Author Report Share Posted March 14, 2010 fixed. :] Link to comment Share on other sites More sharing options...
G-Break Posted March 15, 2010 Author Report Share Posted March 15, 2010 added new card Mutant Defender Glugio Link to comment Share on other sites More sharing options...
ragnarok1945 Posted March 15, 2010 Report Share Posted March 15, 2010 for Glugio, you need a max counter limit the card can hold, the burn may be to both players, but it still should be limited defense position should be Defense Position 8.4/10 Link to comment Share on other sites More sharing options...
G-Break Posted March 15, 2010 Author Report Share Posted March 15, 2010 for Glugio' date=' you need a max counter limit the card can hold, the burn may be to both players, but it still should be limited defense position should be Defense Position 8.4/10[/quote'] thanks for correction. :] EDIT: fixed Link to comment Share on other sites More sharing options...
wero-vasto Posted March 15, 2010 Report Share Posted March 15, 2010 Fix: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. Fixed ^^ Even if I go against Rag o.O (that's weird sorry friend :S) I won't ask you to put a Counter Limit ^^ Baloon Lizard doesn't have one :3 and has the same burn effect lolz 8/10 Link to comment Share on other sites More sharing options...
G-Break Posted March 15, 2010 Author Report Share Posted March 15, 2010 Fix:When this card is Summoned' date=' 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. Fixed ^^ Even if I go against Rag o.O (that's weird sorry friend :S) I won't ask you to put a Counter Limit ^^ Baloon Lizard doesn't have one :3 and has the same burn effect lolz 8/10[/quote'] well, i think no need to put Counter limit, it will made big explode. :]thanks for correction Link to comment Share on other sites More sharing options...
NightGuardian1764 Posted March 15, 2010 Report Share Posted March 15, 2010 For Mutant Defender Glugio, you should increase the counter you will remove from it. You can inflicts 2000 damage already for 1 counter. However, of all cards, Nice pics and effects.9.5/10 Link to comment Share on other sites More sharing options...
G-Break Posted March 15, 2010 Author Report Share Posted March 15, 2010 For Mutant Defender Glugio' date=' you should increase the counter you will remove from it. You can inflicts 2000 damage already for 1 counter. However, of all cards, Nice pics and effects.9.5/10[/quote'] no, it will be OP'd if i raise it.thanks :] Link to comment Share on other sites More sharing options...
wero-vasto Posted March 15, 2010 Report Share Posted March 15, 2010 Fix:Active only during your Main Phase 2. 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. That's all ^^But why you made it a Continuos Spell Card?? O: Lolz make it Normal Spell Card or change the OCG to this... "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." That's all ^^8/10 Link to comment Share on other sites More sharing options...
G-Break Posted March 21, 2010 Author Report Share Posted March 21, 2010 Fix:Active only during your Main Phase 2. 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. That's all ^^But why you made it a Continuos Spell Card?? O: Lolz make it Normal Spell Card or change the OCG to this... "Once per turn' date=' 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." That's all ^^8/10[/quote'] it's easy to destroy that card. :] added 2 Trap: EN013, EN014 Link to comment Share on other sites More sharing options...
Jazin Kay Posted March 21, 2010 Report Share Posted March 21, 2010 Mutant Defender Glugio is a Reaverbot from Mega Man Legends called a Kuruguru. I'd change it, seeing as how it's Pop Culture. Link to comment Share on other sites More sharing options...
G-Break Posted March 21, 2010 Author Report Share Posted March 21, 2010 Mutant Defender Glugio is a Reaverbot from Mega Man Legends called a Kuruguru. I'd change it' date=' seeing as how it's Pop Culture.[/quote'] HP Doom gave the image to me. Link to comment Share on other sites More sharing options...
Jazin Kay Posted March 21, 2010 Report Share Posted March 21, 2010 I know, I can tell by his edit style. Eh, I guess he didn't know. Link to comment Share on other sites More sharing options...
G-Break Posted March 21, 2010 Author Report Share Posted March 21, 2010 should i change the image? Link to comment Share on other sites More sharing options...
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