Blacklotis Posted April 21, 2010 Report Share Posted April 21, 2010 These are some card I had made toward the primary Archetype of the booster pack im building called the "Chaos Knight". Give me some feedback I hoep you all like them. Just know that ATM theres about 15 more available Chaos Knights as well as round 10 support cards so if you like them and want more I'll show off more. Cheers! Lore: If this monster is used in a Synchro Summon, Special Summon 1 "Chaos Knight" from your hand. Lore: Once per turn, you can Remove from Play 1 "Chaos Knight" from your Graveyard to Special Summon 1 "Chaos Knight" from your Graveyard. Lore: Discard 1 card to Special Summon this card from your hand. If this card is Special Summoned, destroy 1 Spell or Trap on the Field. Lore: While this card is in your Graveyard, "Chaos Knight" monsters can't be returned to its owner's hand. Remove this card from Play from your Graveyard to return 1 Spell or Trap and 1 monster from the Field to it's owner's hand. Lore: 1 "Chaos Knight - Hector the Earthbound" + 1 or more Non-Tuner "Chaos Knight" monsterPlace 4 Counters on this card. While this card is on the Field "Chaos Knight - Hector the Earthbound" cannot be Removed from Play. Remove 2 Counters from this card once per turn to Return 3 cards on the Field back to its owner's hand. Lore: 1 "Chaos Knight" Tuner + 2 or More Non-Tuner monstersOnce per turn, Pay 2000 Life Points to send 1 Synchro "Chaos Knight" from your Extra Deck out of Play. If you used this Effect, Special Summon the Synchro monster on your next turn. Destroy this card on the End Phase of the turn this Effect was used. Link to comment Share on other sites More sharing options...
Blacklotis Posted April 22, 2010 Author Report Share Posted April 22, 2010 bump... anyone have anything to say? Link to comment Share on other sites More sharing options...
MibeR Posted April 22, 2010 Report Share Posted April 22, 2010 the ATK is too great for 1-3 cards.. TOO OVER POWERED Link to comment Share on other sites More sharing options...
Max Darkness Posted April 22, 2010 Report Share Posted April 22, 2010 In all cases, you mean '"Chaos Knight" monster' instead of simply '"Chaos Knight"'. A lot of these are overpowered. Apprentice Chaos Knight's effect is gratuitous since it's a Tuner. It will be used in a Synchro Summon. Luckily, none of the "Chaos Knight" non-Synchros are high-Level, so that's alright. Also, why is it a LIGHT monster? CK-Helba has far too much ATK for a Level 3 that doesn't self-destruct (it's stats are on par with Level 4s and 5s) and can Special Summon any "Chaos Knight" monster. If you've already Synchroed during the duel, you can RFP one of the Tuners to Special Summon 1 the Synchro monster from your Graveyard. A Level 3 that can resurrect a Level 7 and Level 8. "Junk Synchron" is already overpowered, and this blows it out of proportion. Increase to Level 4 or reduce the stats; and put a Level limit on the monsters that can be summoned. CK-Almor also has too high stats for an Effect Level 2. A Normal Level 2 can have 1400 ATK, but not an Effect Monster. Also, alongside those high stats, if you Special Summon it from anywhere, you can destroy a Spell/Trap. Coupled with "Helda", you could clear your opponent's field and then Synchro for a OTK. Reduce the stats and change the effect. CK-Hector is good, apart from the final effect. Change it to a Spell/Trap or a Monster. Otherwise, you have an easy shot at your opponent if you have "Brionac" on the field as well. CK-Hector Millennium is stupidly overpowered. Yes it has low ATK, but unlike the other infamous field clearer Brionac, this one comes with ammunition to fuel its effect. "Brionac" is utterly broken, but it requires a discard to clear the field, and you'll be emptying your hand if you truly want to wipe your opponent's field clean. This on the other hand gains two shots of its effect from the beginning, no other cards required. And it conviently has 2450 ATK, 50 more than almost all non-Synchro Level 5 and 6 monsters; so even if it can't get rid of them, it can just destroy them. Re-write the effect completely. CK-Costna is the most balanced of the lot and is actually quite a good card. The effect, corrected, is as follows: Summoning ConditionsOnce per turn, you can pay 2000 Life Points to remove 1 "Chaos Knight" Synchro Monster in your Extra Deck from play. Special Summon that monster during your next Main Phase, ignoring the Summoning Conditions. Destroy this card during the End Phase of the turn this effect was activated. This card's destruction cannot be negated. Overall, 4/10 for OCG errors and general inbalance. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.