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The Mindscape Dominion: You're In Their House Now (Conquest of the Mind!)


Lord Smeagle

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Mindgamers ---> Mindscapers. New stuff added.

 

[align=center] Welcome to the Territory. Take off your shoes and stay a while. That's an order.

 

We're going play a little game. The game's in your mind, but our minds make the game. We deal the cards, we call the shots. Here, we own you.

 

Don't wanna play? You should've thought of that before you stepped in here. Territories change; you should've kept up. Now, shut up and let's play.

 

[spoiler= [color=#006400]Territory Markers[/color] ]

 

Territory Markers are like Counters, except they don't go on monsters, they go on Zones. Unlike Counters, they don't stack; there's either 1 marker on a Zone or there are no markers on that zone. Savvy?

 

If you're on a Zone with a Marker, that means you're in our territory. And that means you're game for anything. We can bend your mind or we can break it. We can show you your worst nightmares, and things that would give your nightmares nightmares. We can destroy you from the inside out.

 

Some of our abilities can backfire on us - but so what? It's our world. Nobody wins in our world. Especially not you.

 

 

 

 

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When this card destroys a monster as a result of battle, Special Summon 1 monster from your opponent's Graveyard to your opponent's side of the field. If there is no Territory Marker in the Zone in which that monster is Summoned, place a Territory Marker on it. If "Mindscape Dominion" is not active on the field, destroy this card and remove 1 Territory Marker from the field.

 

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1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can activate the effect of 1 Psychic-Type monster in your Graveyard that involves paying Life Points. Twice per turn, you can pay 500 Life Points to place 1 Territory Marker on one Zone on the field. When this card is removed from the field, remove 2 Territory Markers from the field.

 

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When your opponent declares a direct attack on your Life Points, you can pay 1000 Life Points to Special Summon this card in any Zone with a Territory Marker on it. This card's DEF is equal to the number of Territory Markers on the field x300. Whenever you would take damage, you can Tribute thsi card to reduce that damage by the number of Territory Markers on the field x100.

 

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When your opponent activates an effect from their hand, you can discard this card to negate that card's activation and destroy it. When this card is used for a Synchro Summon, add it to your hand instead of sending it to the Graveyard. It cannot be summoned this turn.

 

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1 "J'zlerke" Tuner + 1 or more non-Tuner monsters

This card cannot summoned except by Synchro Summon. You must pay 1000 Life Points times the number of Synchro-Material Monsters used for this monster's Synchro Summon. This card cannot be destroyed or removed from the field by the effect of a card in a Territory Zone. Once per turn, you can declare 1 card name. Turn any copies of that card in your opponent's Deck face-up, then shuffle the Deck. When a face-up monster is drawn by your opponent, you may Special Summon it to your side of the field. When a face-up Spell Card is drawn by your opponent, you may add it to your hand. When a face-up Trap Card is drawn by your opponent, send it to the Graveyard and take 1000 damage.

 

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This card cannot be Special Summoned except by the effect of "Assault Mode Activate!" When this card battles a monster, flip a coin and apply the appropriate result. Heads: Destroy all monsters your opponent controls without applying damage calculation and take damage equal to their total ATK minus 2000. Tails: Destroy this card and 2 cards on the field. When this card is removed from the field, Special Summon 1 "J'zlerke, Boy King of the Mindscape" from your Graveyard.

 

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1 Psychic-Type Tuner + 1 non-Tuner monster

When this card is used for a Synchro Summon, draw 2 cards. When this card battles a monster in a Zone with a Territory Marker on it, flip a coin and apply the appropriate effect. Heads: Return that monster to its owner's Deck face-up without applying Damage Calculation. When that card is drawn, inflict 500 damage to your opponent. Tails: Special Summon 1 Psychic-Type monster from your hand and conduct battle between that monster and the opponent's monster. Destroy the summoned monster during the End Phase.

 

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When this card is Tribute Summoned, you can place Territory Counters on the field equal to the number of Tributes used. Once per turn, you can pay 900 Life Points to select 1 Zone with a Territory Counter in it. Destroy any card in that Zone and remove the Territory Counter in that Zone. That Zone cannot be used as long as you control this face-up card.

 

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You can Special Summon this card from your hand by removing 3 Territory Markers from anywhere on the field. When this card is Special Summoned this way, roll a six-sided die. Place Territory Markers on a number of Zones equal to the result.

 

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If this card is not in a Zone with a Territory Marker, destroy this card. When this card is destroyed, except by its own effect, remove it from play, and remove the Territory Marker on the Zone this card was in from the field. During your Standby Phase, if this card is removed from play by its own effect, you can Special Summon this card into any Zone on the field with a Territory Marker. When this card is Special Summoned this way, its controller takes 1000 damage.

 

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This card cannot be Special Summoned. When this card is Normal Summoned, you can pay 500 Life Points to place a Territory Marker on any Zone on the field that does not have a Territory Marker. This card returns to the owner's hand during the End Phase of a turn it was Normal Summoned or flipped face-up. When this card returns to the owner's hand, pay 200 Life Points for each card in a Zone with a Territory Marker on the field, then flip a coin for each card in a Zone with a Territory Marker on it. If the result is Tails, send that card to the Graveyard.

 

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Once per turn, you can pay 500 Life Points to place a Territory Marker on any Zone adjacent to this card or any other Zone with a Territory Marker on it. Once per turn, you can halve the ATK and DEF of 1 monster on the field. If that card is not in a Territory Zone, its ATK and DEF become its original ATK and DEF during your End Phase. When this card is removed from the field, remove one Territory Marker from the field.

 

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Once per turn, you can pay 500 Life Points place 1 Territory Marker in a Monster Card Zone adjacent to or across from this card's Zone, or a Zone with a Territory Marker in it. Once per turn, you can Special Summon "Bubblebomb Tokens" (WATER/Psychic/LV2/500/500) in all unoccupied Monster Card Zones with Territory Markers. When this card is removed from the field, remove 1 Territory Marker from the field.

 

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Once per turn, you can pay 500 Life Points place 1 "Territory Marker" in a Monster Card Zone adjacent to or across from this card's Zone, or a Zone with a Territory Marker in it. When this card battles a monster in a Zone with a Territory Marker on it, this card gains 500 ATK for each Territory Marker on the field, during the Damage Step only. When this card is removed from the field, remove 1 Territory Marker from the field.

 

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You may Normal Summon this card into a Zone with a Territory Marker without Tribute. When this card is Normal Summoned, place Territory Markers on all Zones in this card's column. You can pay 1000 Life Points to return all cards in zones with Territory Markers, except this card, to their owner's hand. When this card is removed from the field, remove 3 Territory Markers from the field.

 

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While there are 2 or more Territory Markers on the field, you can discard this card from your hand to add 1 "Mindscape Dominion" from your Deck to your hand. While there are 5 or more Territory Markers on the field, you can return this card in the Graveyard to your hand during your Standby Phase. While there are 8 or more Territory Markers on the field, you can Special Summon this card from the Graveyard.

 

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Psychic-Type monsters gain ATK and DEF equal to the number of Zones with Territory Markers on the field x50. Once per turn, you may place a Territory Marker in a Zone adjacent to a Zone with a Territory Marker. During the End Phase, if your opponent has a monster in a Zone with a Territory Marker in it and they control more than 2 monsters, they must tribute 1 monster. Otherwise, tribute 1 monster you control or destroy this card.

 

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Select 1 "Mindscaper" monster you control. Select 1 monster your opponent controls in a zone with a Territory Marker. Take control of that monster and place it in a Zone on your side of the field with a Territory Marker on it. If this card or either monster selected by this card's effect are removed from the field, send this card to the Graveyard, and your opponent may select 1 monster on the field selected by this card's effect and take control of it.

 

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Twice per turn, you can pay 500 Life Points to place a Territory Marker on any Zone adjacent to this card or any other Zone with a Territory Marker on it. This card cannot be attacked by a monster in a Zone with a Territory Marker on it. Once per turn, you can pay 500 Life Points to return a number of cards in your hand up to half the number of Territory Markers on the field (rounded down) to the Deck to shuffle your Deck and draw the same number of cards returned.

 

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This card cannot be Normal Summoned. This card cannot be Special Summoned except by Tributing 1 "Mindscaper - The Archiver" while there are at least 10 Territory Markers on the field. You can pay 1000 Life Points to place a Territory Marker on all Card Zones. If you do this, during the End Phase, remove all Territory Markers from the field. Twice per turn, you can pay 500 Life Points to remove 1 card in a Territory Zone from play.

 

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Image Credit - Jazin Kay.[/align]

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Wow. Both your introduction and your cards caught my attention.

I like the new concept of your Mindgamers (counters, known as markers, on Card Zones; great idea), and right now I don't find them overpowered at all.

 

Nowadays people hardly come up with creative ideas, so congratulations for your new concept and your 3 new cards; They look promising so please keep them coming.

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Great job Lord Smeagle. Like Frex says, most people never come up with new ideas nowadays, so congrats on being willing to break the mold.

 

Just one thing- I've been hit with this before, so i'll pass it on- "may" should be "can". Other than this little error- Nice, interesting cards.

 

9.5/10

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Hmm, The level of "The Orderer" is to low for its ATK. I know level doesn't matter as it has a Summoning condition, but giving a level more appropriate to its ATK/DEF it's the ideal.

 

And now that you set is called "Mindscape Dominion", in my opinion it would be better if you replaced "Mindgamer" with "Mindscape" in your card's names and effects.

 

Your new cards are looking good; "Involuntary Response" seems to be a fun card.

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"Involuntary Response" was intended to be a cooler version of Bait Doll, and one of its main functions would be to counter "Offerings to the Snake Deity" and "Icarus Attack," both of which see a whole lot of use in the metagame. It'd make players think twice about setting those cards.

 

I'm not sure what the monster titles should be. "Mindscape" or "Mindscaper" are OK, I guess. I think I'm going to take suggestions and then put up a poll.

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Once again, I like these cards! Its awesome how varied the Mindscapers are; You can use them as lockdown cards, as beatdown cards...and the fact they can still be used together makes it all the better. Several issues, though; With Alluring Desperation, don't you mean "When this Card is Normal Summoned or flipped face-up?" instead of "Special Summoned"? And my opinon- I like Mindscaper better.

 

GRADE:

10/10- For Originality

10/10- For Playability

9/10- For OCG

10/10- For Relevant Pics /4 = 9.75/10

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