Scatty Posted April 2, 2010 Report Share Posted April 2, 2010 I was bored, so I started making Normal Monsters. [spoiler=Monsters][spoiler=Saya, Survivor from the Vorpal Realm][spoiler=Lore]When Saya's team got lost in the Vorpal Realm, it was severely hindered by the native beasts that lived there. She managed to escape, put paid the price of watching her friends and superiors burn to the bone. She decided to explore this new and hostile realm, so that one day, its existence would be revealed to the world. [spoiler=Crested Wyvern of the Vorpal Realm][spoiler=Lore]Saya's Journal: The Crested Wyvers are common to the lands of the Vorpal Realm. They are born in the settling ash coming out of craters, and take flight from an early age. From there on, they are kept running by one sole ambition: keeping themselves alive, no matter the cost: I once saw a Wyvern using her own eggs as a bait. [spoiler=Lava Lurkers of the Vorpal Realm][spoiler=Lore]Saya's Journal: Lava Lurkers are half-rock, half-animal; half-objects, half-alive. They rise from the small volcanoes, conjured by the Incandescent Sprites. They stay dormant most of the time, but when somebody gets too near, the attack them aggressively. Unfortunately, they have excellent hiding capabilities, so you simply can't tell if they are around. [spoiler=Incandescent Sprite of the Vorpal Realm][spoiler=Lore]Saya's Journal: Arguably the most intelligent beings in the Vorpal Real, these 2 feet sprites live in tiny communities deep under dormant volcanoes. They have devised their own philosophy, metaphysics, religion and magic, and wander around, bringing inert ash to life, conjuring creatures to protect their fragile nature. Their breeding remains a mystery to me, as I don't seem to spot any males. [spoiler=Sedentary Dragon of the Vorpal Realm][spoiler=Lore]Saya's Journal: The dragons I have seen so far in this place are rather familiar, and can be easily found everywhere on the crests of the Southern Hemisphere. These species usually migrate a lot, whirling around the globe twice every year. Due to that, I'm puzzled about why they stay here, especially in a climate like this...and their defensive stances are also awkward, I must say. I'm starting to think that there's more to the Vorpal Realm than I have expected... [spoiler=Magma Fish of the Vorpal Realm][spoiler=Lore]Saya's Journal: Surprisingly enough, but there seem to be signs of marine life inside Vorpal Realm. The fish in special have adapted to the climate, altering their skin into a lava-like liquid crystal substance. They now inhabit active volcanoes, seemingly unaffected by the extreme heat. They have even lost the need to feed, being constantly provided with heat energy. [spoiler=Si, Secret Guard of the Vorpal Realm][spoiler=Lore]Saya's Journal: This is it! After defeating the first Tachionic Lord, all that keeps me from saving this realm are two more lords and a huge fire beast. I've seen Si wandering around before, ravaging this land and wrecking havoc, but never expected a confrontation with him. [spoiler=Deep Vorpal Realm Warden][spoiler=Effect]This card deals piercing damage. As long as you control this card, if your opponent activates an effect that forces you to discard a card, if the card is a FIRE monster, negate that effect. You can return this card to your hand to Special Summon a FIRE Normal Monster from your Graveyard. That monster cannot attack this turn.[spoiler=Lore]Saya's Journal: I expected not all the Vorpal Realm to be chaotic and wild. At the moment, I'm in a zone that I call Deep, in which beasts have evolved up to the point in which they can make their own weapons and houses. The reason for that might be the influence of the Tachionic Lords, a nefarious, yet seemingly useful one. [spoiler=Cyber Worm of the Deep Vorpal Realm][spoiler=Effect]Once per turn, you can Special Summon this card from your Graveyard by revealing 1 "Tachionic" monster or "Tachionic Eruption" in your hand. If this card was Summoned this way, it is treated as a Machine-Type. When this card would be sent to the Graveyard, pay 1000 Life Points or remove this card from play.[spoiler=Lore]Saya's Journal: looks like the Tachionic Lords have been experimenting with the native worms, making them immortal via technological enhancement. These Lords really think that they can do whatever they please, and treat every creature like a Guinea pig? Well, I won't fall for that! [spoiler=Imp Raven of the Deep Vorpal Realm (Super Rare)][spoiler=Effect]This card cannot be destroyed by battle while in Attack Position. Once per turn, you can change control of this card. If you do so, inflict 500 damage to your opponent, and return this card to its owner during the End Phase. Each time this effect is used, place 1 Lockdown Counter on this card. If this card is destroyed, destroy a number of cards you control equal to the number of Lockdown Counters on this card. If you cannot, reduce your Life Points to 100.[spoiler=Lore]Saya's Journal: Just some birds. Nothing special. Still, I have the feeling that somebody, or something, is watching me... [spoiler=Spells][spoiler=Versatile Flames][spoiler=Effect]This card can only be equipped to a FIRE monster. You can either make that monster's ATK become equal to the sum of its original ATK and DEF and its DEF become 0 or make that monster's DEF become equal to the sum of its original ATK and DEF and its ATK become 0 This can be changed up to twice per turn. Unless the resulting ATK or DEF is a multiple of 1000, this effect cannot be activated. If the monster equipped with this card would be destroyed by a card effect, destroy this card instead, and the equipped monster must attack each turn if able. [spoiler=Lore]Saya's Journal: It bugs me how these creatures have the weird, unnatural talent of bending fire. And in a realm like these, this skill renders them invincible. I wonder how it works, though...I also noticed, while fighting a Wyvern, that after I broke its fire shield, it never recovered, and the Wyvern started to assault me with unexpected aggressiveness. But the fact that really worries me is that...I start to get those powers too! [spoiler=Flowing Lava Pit][spoiler=Effect]You can only activate this card if you control 1 or more face-up "Vorpal Realm" monsters. Remove from play all FIRE monsters in your Graveyard, and place a number of Counters on this card equal to the number of removed monsters. Reduce the ATK and DEF of all monsters your opponent controls by the number of Counters on this card x100. During each of your Standby Phases, remove 1 Counter on this card. If you cannot, destroy this card, and inflict 1000 damage to both players.[spoiler=Lore]Saya's Journal: As I go deeper and deeper in these creatures' territory, they seem more and more eager to get rid of me. Once somewhat friendly, those beasts now try anything and everything to slow me down. They even kill themselves to form impassable lava rivers...and that can't be a natural behaviour, not even for beings made of fire...what are they protecting? Or should I ask...who? [spoiler=Wretched Ambition (rare)][spoiler=Effect]Select a Vorpal Realm monster you control. If it would be destroyed, except by this card's effect, you can negate the destruction. Destroy that monster during your 3rd Standby Phase after its destruction was negated. Then, take 1 monster with the same name from your Deck and put it into your hand, it cannot be Summoned this turn.[spoiler=Lore]Saya's Journal: Just as expected, the creatures of the Vorpal Realm have a very efficient anabolism, oxidising anything, from actual food to dust. But this has far greater implications. For instance, after such a creature is killed, one of its vital organs getting punctured, it does not die instantly. Instead, it solidifies, just as lava does when erupting from a volcano. And as temperatures here are absurdly high, that's an extremely slow process. As a result, getting attacked by corpses is a common thing here. [spoiler=Traps][spoiler=Tachionic Eruption (ultimate rare)][spoiler=Effect]When a "Vorpal Realm" monster you control is attacked, negate the attack, destroy the "Vorpal Realm" monster with this card's effect, and end the Battle Phase. Then, put this card in face-down Defense Position on a Monster Card Zone. While in a Monster Card Zone, this card is treated as a Monster Card, and is not treated as a Trap Card any more. This card's ATK and DEF are treated as 0, and this card has no Type or Attribute. If this card is destroyed by battle, destroy the monster that destroyed it, and Special Summon 1 "Tachionic" monster from your Deck.[spoiler=Lore]Saya's Journal: Incredible, just incredible! A spring of black fluid emerges from the ground, and all the creatures that pass through it seem to get younger and younger, until finally ceasing to exist. These are very rare, but each glimpse of one fills my heart with fear. But what is that roar from the sky? [spoiler=Instant Desublimation][spoiler=Effect]Discard 1 FIRE monster from your hand for every face-down card your opponent controls. Then, place 1 Crystallized Counter (max. 1) on each. A card with a Crystallized Counter on it cannot be activated or flipped face-up, and cannot be removed from the field by its controller. If a face-down monster with a Crystallized Counter on it is attacked, destroy it immediately without flipping it face-up or applying damage calculation. You can remove 2 Crystallized Counters from anywhere on the field to deal 1000 damage to your opponent.[spoiler=Lore]Saya's Journal: When a creature here dies, its cells integrate a lot of ash, turning its body into a sticky compound that can solidify in an instant, being a non-Newtonian fluid. That compound tends to crystallize everything it surrounds, being highly dangerous. I should know, I lost two fingers already... [spoiler=Essence of Heat: Brownian Motion][spoiler=Effect]You can only activate this card if you control 2 or more FIRE monsters. All monsters you control can attack twice this turn, but cannot attack directly, and your opponent chooses the attack targets. During the End Phase, destroy all monsters you control, and inflict 500 damage to your opponent for every monster destroyed by this effect.[spoiler=Lore]Saya's Journal: When I have encountered the first Tachionic Lord, I was terrified. It was hard to keep up with the fire giant itself, but its powers were simply too much. He could even un-collapse the wave function of nearby creatures, creating multiple copies of them. Those copies were fairly volatile, but upon dissipation, they exploded, releasing as much energy as fusion would. Saya's Journal: This is it...I found out why all the creatures in the Vorpal Realm were behaving so strange! It's because of the Tachionic Lords, ascended entities that materialize here as fire giants and mess around with space and time. As a biologist, it's my duty to kill these Gods, and free the creatures of the Vorpal Realm from their influence! [spoiler=Tachionic Lords (click this and JD will seem weak to you)][spoiler=Effect]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Tachionic Eruption". During each of your Standby Phases, Tribute 1 monster you control. As long as this card remains face-up on the field, no Chains can be formed. Any monsters "Vorpal Realm" monsters destroy by battle are removed from play. If a monster you control is removed from the field, you can Special Summon it, ignoring the Summoning conditions. Then, you take damage equal to that monster's ATK.[spoiler=Lore]Saya's Journal: The first Tachionic Lord is Cryel Afterburner. His skills revolve around destruction and creation of matter out of pure heat energy and photons, and his strength is quite impressive, but so is my will to bring him down![spoiler=Effect]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Tachionic Eruption". As long as you control this card, monsters cannot be destroyed by battle, and neither player can Summon or Set monsters until a monster they control is destroyed. If a monster would be destroyed by a card effect, negate the destruction, and destroy that monster during the End Phase. Once per turn, you can discard 1 card from your hand and 1 from the top of your Deck to have 1 other monster you control gain this effect: - This card deals piercing damage. If a "Tachionic Lord" you control would be destroyed, destroy this card instead. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted April 2, 2010 Report Share Posted April 2, 2010 both of them are fine in terms of description you now just need the spell/trap support, and everything will be good 8/10 Link to comment Share on other sites More sharing options...
Scatty Posted April 6, 2010 Author Report Share Posted April 6, 2010 Added 2 more cards. Link to comment Share on other sites More sharing options...
Archelaus Posted April 6, 2010 Report Share Posted April 6, 2010 Versatile Flames would make its ATK/DEF gain to 0, right? Since both effects are happening at the same time. I'm confused. Link to comment Share on other sites More sharing options...
Scatty Posted April 6, 2010 Author Report Share Posted April 6, 2010 My bad, changed. Link to comment Share on other sites More sharing options...
Neil Moffatt Posted April 6, 2010 Report Share Posted April 6, 2010 YAY, NORMAL MONSTERS! They have quite a good backing story that has you longing for more. Versatile Flames is a really good support for these cards and since 1 stat hits 0, it's balanced out too. Maybe you could make a card "Saya's Journal" that let's you Special Summon 1 monster with "Vorpal Realm" in it's name while Saya's on the field. I really like these, 10/10! Link to comment Share on other sites More sharing options...
Scatty Posted April 6, 2010 Author Report Share Posted April 6, 2010 Maybe you could make a card "Saya's Journal" that let's you Special Summon 1 monster with "Vorpal Realm" in it's name while Saya's on the field. Damn, thanks for spoiling it! (actually, I will make it more overpowered than that). And finally, I tweaked Versatile Flames so that they finally do what they are supposed to do. You know what? I think I might just overpower this set a little *increases stats*. Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted April 6, 2010 Report Share Posted April 6, 2010 I love normal monsters. Since their lore is awesomesauce, I would give this 1920375082502/10. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted April 6, 2010 Report Share Posted April 6, 2010 despite the drawback, I'm still unsure of Versatile Flames is considered giving too much atk power probably isn't though, and since FIRE monsters have been neglected, I say you did good for it9/10 Link to comment Share on other sites More sharing options...
Scatty Posted April 7, 2010 Author Report Share Posted April 7, 2010 This is supposed to be a beatsticking set, and combining two cards for a 3000 ATK that can be turned into DEF right away is not really overpowered for that purpose, with no other effects attached. Ok, time to add some new cards... Ok, new cards added. This should make it more interesting... Link to comment Share on other sites More sharing options...
ragnarok1945 Posted April 7, 2010 Report Share Posted April 7, 2010 so for Eruption it has a nice way for quick summon I like it, especially since you can kill it yourself to make it happen 9/10 Link to comment Share on other sites More sharing options...
RAEGING D0GKING Posted April 7, 2010 Report Share Posted April 7, 2010 Normal Monsters :/Pretty good.8/10 Link to comment Share on other sites More sharing options...
jemjosher Posted April 7, 2010 Report Share Posted April 7, 2010 clever i like it Link to comment Share on other sites More sharing options...
Scatty Posted April 8, 2010 Author Report Share Posted April 8, 2010 so for Eruption it has a nice way for quick summon I like it' date=' especially since you can kill it yourself to make it happen 9/10[/quote'] Actually I'm a bit troubled now, because I want the Tachionic monsters to be as near broken as possible (without getting banned). But if you really think that would make them too easy to be summoned, I will have to do a nerf. Meh, adding cards... EDIT: Spell added. I will add 3 cards tomorrow. Link to comment Share on other sites More sharing options...
Canadian Posted April 8, 2010 Report Share Posted April 8, 2010 This is what I call "doin it right". Seriously I love them, especially your trap's effect. Only problem is that instead of just making a ton of normal beaters, maybe make at least one effect monster? Or even better, have a normal tuner beater/beatstick and than a Synchro obviously. I can't wait to see the other 13 cards! Link to comment Share on other sites More sharing options...
Scatty Posted April 9, 2010 Author Report Share Posted April 9, 2010 1. I hate making synchros 2. All 3 Tachionic monsters will have effects, be Level 9-10, and extremely broken. 3. There will be 23 cards in total, as the Tachionic monsters will be separate. 4. 3 new cards added. 5. Tommorow, beware, cause I will add the first Tachionic monster! Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted April 9, 2010 Report Share Posted April 9, 2010 Changed to 10000000000000/10. Simply amazing now. Link to comment Share on other sites More sharing options...
Scatty Posted April 9, 2010 Author Report Share Posted April 9, 2010 Thanks! :D Link to comment Share on other sites More sharing options...
Scatty Posted April 10, 2010 Author Report Share Posted April 10, 2010 First Tachionic Lord added. That's all for today... Link to comment Share on other sites More sharing options...
Canadian Posted April 10, 2010 Report Share Posted April 10, 2010 I noticed quite a bit of open ends and OCG problems with some of your newer cards, if you want i'll point them out. Also, Tachions are believed to be particles that travel backwards which some people believe to be a way to travel back in time. Just thought I'd let you know. You first Tachionic monster is also OP'ed. If he's gonna have that kind of effect, i'd lower his ATK to maybe 3000. Just a suggestion. Great work still. Link to comment Share on other sites More sharing options...
Scatty Posted April 10, 2010 Author Report Share Posted April 10, 2010 That's the point. Each of the 3 tachionic monsters will have something to do with time. This one creates and perishes.The second one sends cards to the future.The third one makes things last forever. And no, I don't want to make him any less broken. So please, do you have any suggestions about how should I weaken Tachionic Eruption? Also, the other OCG errors you've spotted... Link to comment Share on other sites More sharing options...
michael91 Posted April 11, 2010 Report Share Posted April 11, 2010 nice Link to comment Share on other sites More sharing options...
Scatty Posted April 12, 2010 Author Report Share Posted April 12, 2010 God damn it Canadian... Link to comment Share on other sites More sharing options...
Canadian Posted April 12, 2010 Report Share Posted April 12, 2010 My reasoning for not fixing it yet, Lazyness. I'll get around to it I swear. Make more of them though. EDIT: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Tachionic Eruption". During each of your Standby Phases, Tribute 1 monster you control. If you cannot, destroy this card. As long as this card remains face-up on the field, no Chains can be formed. Any "Vorpal Realm" monster sent to the Graveyard as a result of battle is removed from play instead. If a monster you control is removed from the field, you can take damage equal to that monster's ATK to Special Summon it to your side of the field, ignoring the summoning conditions. Link to comment Share on other sites More sharing options...
Scatty Posted April 13, 2010 Author Report Share Posted April 13, 2010 My reasoning for not fixing it yet' date=' Lazyness. I'll get around to it I swear. Make more of them though. EDIT: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Tachionic Eruption". During each of your Standby Phases, Tribute 1 monster you control. [b']If you cannot, destroy this card[/b]. As long as this card remains face-up on the field, no Chains can be formed. Any "Vorpal Realm" monster sent to the Graveyard as a result of battle is removed from play instead. If a monster you control is removed from the field, you can take damage equal to that monster's ATK to Special Summon it to your side of the field, ignoring the summoning conditions. 1. "If you cannot, destroy this card" is useless, because the effect forces it to Tribute itself then anyway. 2. Any "Vorpal Realm" monster sent to the Graveyard as a result of battle is removed from play instead is totally NOT what it is supposed to do. It is supposed to remove from play monsters DESTROYED by Vorpals. And that's what it's effect actually does now. 3. summoning conditions...I am 99% sure that is wrong... 4. The entire last sentence of your effect is actually a tweaked underpowering of mine. Yours has paying life points as a cost, mine has them as Effect Damage. Link to comment Share on other sites More sharing options...
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