jack781217 Posted April 21, 2010 Report Share Posted April 21, 2010 An archetype built around "return card from hand to deck". Some of the potential support cards are Card Trader, Reload, Monster Recovery, Magical Mallet, Good Goblin Housekeeping, etcHope you like them. Any rating and comment are more than welcome. new additions:During a turn a card(s) is returned from your hand to your Deck, you can Normal Summon this card without Tribute. During the End Phase of a turn a card(s) is returned from your hand to your Deck, draw 1 card. During a turn 2 or more cards are returned from your hand to your Deck, you can Normal Summon this card without Tribute. You can return 1 card from your hand to your Deck to negate a card effect that targets a card you control. [spoiler=rest of the set (6)]During the Battle Phase only, this card gains 400 ATK for each cards returned from your hand to your Deck during this turn. After this card attacks, it can attack your opponent's monster a second time with half its ATK. During the Battle Phase only, this card gains 400 ATK for each cards returned from your hand to your Deck during this turn. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. During the Battle Phase only, this card gains 400 ATK for each cards returned from your hand to your Deck during this turn. Both players can only Normal, Flip, and Special Summon once each during a turn. During the Battle Phase only, this card gains 400 DEF for each cards returned from your hand to your Deck during this turn. Your opponent cannot select "Night Sky" monsters you control as attack targets, except "Shielding Beast of Night Sky". ======= An Attack Position monster equipped with this card gains 500 ATK. A Defense Position monster equipped with this card gains 500 DEF. During the Damage Step of a battle involving the equipped monster, you can return 1 card from your hand to your Deck to double the battle damages. Activate 1 "Yami" from your Deck. While "Yami" is face-up on the field, this card is unaffected by card effects except its own. Each time a card(s) is returned from your hand to your Deck, place 1 counter on this card (Max. 6). You can remove 6 counters from this card to Special Summon 1 "Night Sky" monster from your Deck. Activate the following effects as the number of counters on this card increases and reaches certain number:•1, 3, or 5: Select 1 monster on the field. Until the End Phase, it cannot be targeted by a card effect and cannot be attacked by a monster.•2, 4, or 6: Select 1 Spell or Trap Card on the field. If it is face-up, its effects are negated until the End Phase. If it is face-down, it cannot be activated until the End Phase. Link to comment Share on other sites More sharing options...
Tunerwizard Posted April 21, 2010 Report Share Posted April 21, 2010 Hey! That makes a pretty awesome combo with balanced effects. You did great on this one!But...There are many weak points to it until its fixed...many card can cause the combo to easily die. Some monsters need stat boosts Link to comment Share on other sites More sharing options...
byak Posted April 21, 2010 Report Share Posted April 21, 2010 You kill your card advantage too easily with these.tl;dr, they're not good. Link to comment Share on other sites More sharing options...
Tunerwizard Posted April 21, 2010 Report Share Posted April 21, 2010 You kill your card advantage too easily with these.tl;dr' date=' they're not good.[/quote'] Yea, you might want to add a continous Trap card that allows you to draw card at some point...This is up to you Link to comment Share on other sites More sharing options...
♥Łövëły-Ċħän♥ Posted April 21, 2010 Report Share Posted April 21, 2010 Two cards = This set's downfall Mystical Space + Skill Drain This set is weak because it has loads of soft spots. Their pretty much normal monsters since their abilities depend on certain rare cards. Link to comment Share on other sites More sharing options...
Tunerwizard Posted April 21, 2010 Report Share Posted April 21, 2010 Two cards = This set's downfall Mystical Space + Skill Drain This set is weak because it has loads of soft spots. Their pretty much normal monsters since their abilities depend on certain rare cards. yep shes right Link to comment Share on other sites More sharing options...
byak Posted April 21, 2010 Report Share Posted April 21, 2010 Two cards = This set's downfall Mystical Space + Skill Drain This set is weak because it has loads of soft spots. Their pretty much normal monsters since their abilities depend on certain rare cards. I'd rather have them lose card advantage. The effects are sucky anyway. Link to comment Share on other sites More sharing options...
Tunerwizard Posted April 21, 2010 Report Share Posted April 21, 2010 Two cards = This set's downfall Mystical Space + Skill Drain This set is weak because it has loads of soft spots. Their pretty much normal monsters since their abilities depend on certain rare cards. I'd rather have them lose card advantage. The effects are sucky anyway. Did you think about Card Exange? That would be extremely useful wouldn't it? Instead of depleting your hand you would just switch cards, PLUS PLUS! Link to comment Share on other sites More sharing options...
byak Posted April 21, 2010 Report Share Posted April 21, 2010 Two cards = This set's downfall Mystical Space + Skill Drain This set is weak because it has loads of soft spots. Their pretty much normal monsters since their abilities depend on certain rare cards. I'd rather have them lose card advantage. The effects are sucky anyway. Did you think about Card Exange? That would be extremely useful wouldn't it? Instead of depleting your hand you would just switch cards' date=' PLUS PLUS![/quote'] But the effects are still horrible. Link to comment Share on other sites More sharing options...
Tunerwizard Posted April 21, 2010 Report Share Posted April 21, 2010 Yea i know that the effects he made are not that great he needs to make more of them. Link to comment Share on other sites More sharing options...
jack781217 Posted April 23, 2010 Author Report Share Posted April 23, 2010 The amount of response surprised me...Thx guys! Only a handful of cards has the effect "return from hand to Deck" (Card Trader, Reload, Good Goblin Housekeeping, and others). Of course they are not commonly used... Anyway, this is where I am coming from with this archetype. About hand disadvantage, I have yet to post the card to solve that problem. @_@ Their effects suck? I hope it's all because of the cost, so there's still hope xD Well, I guess then I don't have to worry about making their support card a little OP, do I? ^^ Link to comment Share on other sites More sharing options...
Altaïr Posted April 23, 2010 Report Share Posted April 23, 2010 Turn & Handpircing=direct dammage6/10 Link to comment Share on other sites More sharing options...
賢狼ホロ Posted April 27, 2010 Report Share Posted April 27, 2010 Neither turn or hand is capitalized.Piercing = During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. I am all for simple cards! I like these, maybe not the greatest, but still good. During a turn a card(s) is returned from your hand to your Deck' date=' this card inflicts Piercing damage.[/b'] During a turn a card(s) is returned from your hand to your Deck, both players cannot activate Spell or Trap Cards Set on the field during the Battle Phase. It is up to you if you use "Piercing damage" or the long way around. I think the second should be: "... both players cannot activate Set Spell or Trap cards during the Battle Phase." Japanese in title is archaic but correct! (thumbs up!) Link to comment Share on other sites More sharing options...
Inferno I20 Posted April 27, 2010 Report Share Posted April 27, 2010 its a very interesting effect thoughopposite of the Gladiator Beasts i would give them some additional effects or give them the ability to quickly swarm the field to actually make them worth playing 8.3/10 Link to comment Share on other sites More sharing options...
jack781217 Posted May 5, 2010 Author Report Share Posted May 5, 2010 @Holo:Yeah, simple effects for the win xD"Archaic"...well, I guess I'll take that @@" @Inferno20:Just post revision. Hopefully they're more worthy to be played now :p Link to comment Share on other sites More sharing options...
ARandomCardMaker Posted May 5, 2010 Report Share Posted May 5, 2010 Sword Knight of Night Sky Name: 8/10Stars: 9/10Effect: 8/10 A bit confusingAttribute: 5/10 It should be a dark type, hence 'Night' in the name.Type: 6/10 It's a knight, but spell caster type, not so good.ATK: 9/10DEF: 7/10Pic: 8/10OCG: 7/10_________________________________TOTAL: 7.4/10_________________________________ 7/10 Great. Link to comment Share on other sites More sharing options...
賢狼ホロ Posted May 6, 2010 Report Share Posted May 6, 2010 Nice with the updates, but the Spell Card is overpowered. @_@You are right about there are a few cards that returns cards to deck, but you might consider this being overpowered. During the Battle Phase only, this card gains 400 ATK for each cards returned from your hand to your Deck during that turn. During a turn a card(s) is returned from your hand to your Deck, this card can attack a second time during the same Battle Phase if your opponent controls a monster. "During the Battle Phase only, increase the ATK of this card by 400 for each card returned from your hand to your Deck during this turn. During a turn a card(s) is returned from your hand to your deck and your opponent controls a monster(s), this card can attack twice during each Battle Phase." Much better now, with enormous boost it got. During the Battle Phase only, this card gains 400 ATK for each cards returned from your hand to your Deck during that turn. During a turn a card(s) is returned from your hand to your Deck, this card inflicts Piercing damage. "During the Battle Phase only, increase the ATK of this card by 400 for each card returned from your hand to your Deck during this turn. During a turn a card(s) is returned from your hand to your deck and your opponent controls a monster(s), this card inflicts Piercing damage." This as well is better. During the Battle Phase only, this card gains 400 DEF for each cards returned from your hand to your Deck during that turn. Once during a turn a card(s) is returned from your hand to your Deck, if this card would be destroyed, it is not destroyed. I do not know about this one. I mean it is not like you will be returning cards to deck during your opponents turn so this will only be protected from spell/trap cards and when itself is attacking. (hint: make quick-play spell card/trap card that returns cards to deck) Increase the ATK or DEF of a face-up monster you control by 500. Then, you can return 1 card from your hand to your Deck. If you do, any Battle Damage involving the that monster is doubled during this Battle Phase, and return this card to your hand instead of sending it to the Graveyard. You can only activate this card once per turn. "1 face-up monster", not "a face-up monster""that", not "the that" ; D O-v-e-r-p-o-w-e-r-e-d. Imagine this with the Sword Knight and Card Trader;Card Trader returns 1 card = Sword Knight +400 ATK = 2200 ATKActivates this card = Sword Knight +500 ATK = 2700 ATKDouble damage effect = 5400 DamageSword Knight's Effect = 10800 Damage OTK, with the HUGE possible with FTK. If you draw Sword Knight, Ancient Belka, Card Trader (or other card that can return a card), Fissure/Lightning Vortex (or any other card that destroys a monster) you have won. OR, you can use that card that lowers the ATK by 1000 and lets attack directly and equip cards or damage cards. (800 + 400 + 500)*4 = 6800And this you can do every turn, especially if you have Scrap-iron Scarecrow, Threatening Roar or the alike. If you want to keep the effect, you need to have at least the cost of "pay half you Life Points", but screw the ATK boost and return to your hand effect instead. Also, it should only affect Knights of the Night Sky in my opinion. Link to comment Share on other sites More sharing options...
jack781217 Posted May 16, 2010 Author Report Share Posted May 16, 2010 New card and revision on old ones...still trying to find the balanced point for these cards @_@" @Holo: Dude, I really appreciate your inputs to these cards. Can't thank you enough for staying with me all these times ^^ Link to comment Share on other sites More sharing options...
賢狼ホロ Posted May 17, 2010 Report Share Posted May 17, 2010 I don't know, perhaps I like the old versions of the monsters, but these versions seems more powerful which is good for another reason. : 3The good thing is that you let them all use their special effects all the time, while the returned cards only increase ATK/DEF. From a game point of view it is better, they posses more of a threat, but from creative point of view it's also more boring. "Just a simple ATK-boost?" With the new Tomo ("Tome"?) of Night Sky you add Yami to the set, which makes even more confusing why not a single card is DARK. ARandomCardMaker already pointed it out, but now it just seems weird not to have them DARK. OCG: Sword Knight:During the Battle Phase only, this card gains 400 ATK for each card(-s) returned from your hand to your Deck during this turn. During the Battle Phase, you can halve this card's ATK until the End Phase, to have it attack your opponent's monster a second time. [i'm pretty sure the last sentence is wrong, but I don't know] Hammer:During the Battle Phase only, this card gains 400 ATK for each card(-s) returned from your hand to your Deck during this turn. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Lake:During the Battle Phase only, this card gains 400 ATK for each card(-s) returned from your hand to your Deck during this turn. Both players can only Normal, Flip, and Special Summon once each during a turn. Shielding BeastDuring the Battle Phase only, this card gains 400 DEF for each card(-s) returned from your hand to your Deck during this turn. Your opponent cannot attack "Night Sky" monsters, except this card. [i think it is better that way] Ancient Belka [why not skip the rest of the name? :3]Increase the ATK of an Attack Position monster equipped with this card by 500. Increase the DEF of a Defense Position monster equipped with this card by 500. During the Damage Step of a battle involving the equipped monster, you can return 1 card from your hand to your Deck to double any battle damage(-s). [Once again, not sure, but...] Tome of Night Sky [not "Tomo", right? ._.]Activate 1 "Yami" from your Deck. While "Yami" is face-up on the field, this card is unaffected by card effects except its own. Each time a card(s) is returned from your hand to your Deck, place 1 "Night Sky" counter on this card (Max. 6). You can remove 6 "Night Sky" counters from this card to Special Summon 1 "Night Sky" monster from your Deck. During your Standby Phase, activate one of the following effects depending on how many "Night Sky" counters there are on this card:•1, 3, or 5: Select 1 monster on the field. It cannot be selected as an attack target, and is not affected by card effects that targets until the End Phase.•2, 4, or 6: Select 1 Spell or Trap Card on the field. If it is face-up, its effects are negated until the End Phase. If it is face-down, it cannot be activated until the End Phase. [You make so difficult effects, it's hard for me to correct the OCG XD] Keep up the good work! Link to comment Share on other sites More sharing options...
Guest BloodBlader Posted May 17, 2010 Report Share Posted May 17, 2010 cool cards 10/10 Link to comment Share on other sites More sharing options...
jack781217 Posted May 29, 2010 Author Report Share Posted May 29, 2010 New card (trump card?) added - Blessed Wind of Night Sky @Holo:Thanks again for the comments and OCG fixes (especially for catching "Tomo"...).They've evolved to be more playable cards, but at the same time become more distant from my original idea, which I guess I like more too, but well...@@" @BloodBlader:glad you think they are cool ^^ Link to comment Share on other sites More sharing options...
touzaikokon Posted May 29, 2010 Report Share Posted May 29, 2010 I like these. They're original, which makes me happy. I think the defender should have less DEF to start with, (anything under 2100), but it's whatever. I like the idea, and I want to see you post the cards that make this deck go. Link to comment Share on other sites More sharing options...
賢狼ホロ Posted May 29, 2010 Report Share Posted May 29, 2010 @Holo:Thanks again for the comments and OCG fixes (especially for catching "Tomo"...).They've evolved to be more playable cards' date=' but at the same time become more distant from my original idea, which I guess I like more too, but well...@@"[/quote']Exactly my thoughts. Playable, but yet not as interesting as the first ones. Still, keep it this way, especially with the new card you added. "During a turn 2 or more cards are returned from your hand to your Deck, you can Normal Summon this card without Tribute. You can return 1 card from your hand to your Deck to negate a card effect that targets a cards you control." Really powerful effect, I like it! : DStill, I would prefer making it more a Support Card rather than a Trumph Card. Lowering the ATK and DEF, make it a Special Summon instead. (But, I do have an allergy against level 7+ cards, so it might make my statement invalid >_>)If you make it a Special Summon instead you could Summon three of these in one turn though, might become limited. Still as this card can fuel your other cards effects by returning cards, I would rather have this as an easy access support. Might as well add a Card Trader Effect? OP, perhaps... Picture looks jpeg artifact, but other wise is nice as well. Like I mentioned before, the old cards should probably become DARK, instead of the current attributes IMHO. Link to comment Share on other sites More sharing options...
jack781217 Posted May 31, 2010 Author Report Share Posted May 31, 2010 1 more card added: "Lord of Night Sky". This is probably expected, isn't it? I mean, it will be hard to make this deck going without some drawing engine... And sorry, I forgot the respond to the question concerning these monsters' attribute and type...Well, "Yami" wasn't in my mind when I first thought of this set, but then...wouldn't it just be cool to have this card out there as the "night sky"? So then I go ahead and change their type to Spellcaster (which doesn't bother me at all, as you can see they all have some sort of magic circle in their image). As for the attribute, I find it more reasonable for many of them to have different attributes other than DARK (as their images suggest as well). It wouldn't conflict with "Yami" since it doesn't support DARK anyway @@" @Holo:Maybe I can say that I have an allergy against Special Summon effects... Things can get incredibly out of hand when that is allowed. >"< Link to comment Share on other sites More sharing options...
Inferno I20 Posted May 31, 2010 Report Share Posted May 31, 2010 wow i forgot these were herehavent seen them in awhilei like the new updates for the cards but i think that they should have 1 ore several cards that allow you to resupply your hand after returning cards to your deck. if you constantly returned cards from your hand to your deck, you would eventually run out of cardsalso they need to swarm a little bit faster i dont like Lake Knight because she kinda weakens the swarming potential of this archetype. if anything it should only disable your opponent i also dont understand the field card of this archetype. it is very strange 8.5/10 Link to comment Share on other sites More sharing options...
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