Mysty Posted May 16, 2010 Report Share Posted May 16, 2010 During the years I've been here and writing my fanfics, I've thought of some really strange cards. The ones here aren't all of them, but there are a lot of the ones that don't belong to any particular archetype. PLEASE tell me if they can safely be made better, less restrictive, or if they need to be weakened or made more restrictive. In blue I'll leave my own comments about each of these cards to give you a topic if you can't think of others. Anti-TrunadeNormal TrapActivate when a card that returns Spells or Traps you control to their owners' hands is activated. Spells and Traps you control are not returned to their owners' hands. Draw a card for each card not returned to their owners' hands this way. This card used to only work on "Giant Trunade." Tell me if it needs to be changed back to that. Black Obelisk DragonDARK Level 8 [Dragon / Effect]ATK 3000 DEF 2500When this card is destroyed and sent to the Graveyard, you can equip it to a Dragon-type monster you control. The equipped monster gains 3000 ATK. If you don't mind, if this needs to be nerfed, don't weaken the +3000 part or its 3000 ATK. Feel free to weaken anything else if needed though.This was also made by another kid whose name I do not remember. Control ChangeNormal TrapActivate only as Chain Link 2 or higher. Select a Spell or Trap Card on the chain. The selected card is negated and activated under the other player's control. If the card targeted a card on the field or a player, you can change the target. (You can't activate this card if either player doesn't have any Spell or Trap Card Zones open.) I've been trying to figure out how I can balance this card's effect and work out its OCG. The new controller would apply the effect as well for situations like Lightning Vortex if that effect wouldn't be too powerful. Feel free to add a cost if needed or to nerf it heavily, just as long as its original idea is kept. I'm hoping that you could also still make it work on non-Continuous cards. Cross of the DimensionsNormal SpellYou cannot activate this card if there is an active Field Spell on the field. Each player must activate a Field Spell from their hand, Deck, or Graveyard. If a player cannot, that player draws 4 cards and takes 1000 damage. For the rest of the duel, there can be more than 1 active Field Spell, the Field Spells cannot be removed from the field, and a new Field Spell cannot be activated. This allows for decks that rely on a Field Spell heavily to be sure their Field Spell never leaves the field, which may or may not be a great advantage. This pretty much makes Necrovalley stay on the field for Gravekeepers, any field spell for Earthbound Immortals or Malefics, Neo Space for Neos decks, etc.If not sure if the 4 cards or the same Field privilege to the opponent underpowers it. Any ideas? And don't complain about the two field spells part of it, it's a fundamental rule of the game that, if a card argues with the rules, the card wins. Dark Armed PortalQuick-Play SpellYou can only activate this card during your Main Phase. This card cannot be Chain Link 2 or higher. Activate only when you have more than 3 DARK monsters in your Graveyard and have 4100 or more Life Points, by paying Life points so that you have 100 left. Special Summon 1 "Dark Armed Dragon" from your hand, Deck, or Graveyard, ignoring the Summoning Conditions. Its effect(s) cannot be activated. Anything bothersome? Does DAD need to be weakened further by this card's effect? Can the cost and restriction on this card by lessened? What kind of Spell should I make this and how will its effect need to be changed to work with its new type? That's for you to decide. Dark Samsara TacticsContinuous SpellOnce per turn, you can Tribute a DARK monster you control to draw a card. If the card you drew was a DARK monster, you can reveal it to destroy a Spell or Trap card on the field. During either player's turn, you can remove a DARK monster from your Graveyard and this card you control from play to destroy a non-DARK monster on the field. Could this be changed to an "Up to twice per turn" effect, or is "Once per turn" perfect? Please comment on this on its power, not just the fact that it's more DARK support, like the above card. Dark SeedshooterDARK Level 3 [Plant / Effect]ATK 1500 DEF 0You can remove 2 DARK monsters in your Graveyard to inflict 600 damage to your opponent. Should I increase the damage, or is 600 exactly right? Life TrapCounter TrapActivate only when your opponent gains Life Points. Your opponent loses double the amount of Life Points they gained this turn. Now I've turned it into an immediate, one-time only cure-burn. Any thoughts? Mega BombNormal SpellActivate only during Main Phase 2 if 2 or more of your opponent's monsters were destroyed by battle this turn. You and your opponent each take 1000 damage for every monster destroyed by battle this turn. Loosen the restriction? Add another effect? Just remove the first sentence? What will make this good, or at least better? Stop TriggerQuick-Play SpellYou can activate this card during the Damage Step. Activate only when a Trigger effect is activated. Negate that effect. Does it need a cost? Could it be made more powerful? You decide.I'm also trying to figure out how to word it so that the effect works against Spells and Traps with Trigger effects, such as Black Pendant's damage effect, Spell Chronicle's damage effect, etc. Is this the correct wording? The blue comments are my concerns. Feel free to raise other concerns. Here are some cards I've been tinkering with. Dustar DragonWIND Level 8 [Dragon / Synchro / Effect]ATK 2500 DEF 20001 Tuner + 1 or more non-Tuner monstersThis card's name is treated as "Stardust Dragon" while it is on the field or in the Graveyard. You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase. If this is made, Stardust can be put to 0 and Starlight Road can stay at 3. I'm not I'm not really a fan of generic Synchro material though. I personally would make its material more Yusei-ish, but does this work as is? These next cards probably require some major work to reach balance. Please help with balancing them. The Dark WorldField SpellOnce per turn, when a DARK monster is discarded to your Graveyard, you can pay half your Life Points to Special Summon it from the Graveyard. If a monster Special Summoned by this effect is a "Dark World" monster, it is treated as having been discarded by an opponent's card effect. Roulette DrawContinuous SpellOnce per turn, you can pay 1000 Life Points to draw a card and reveal it. For a Monster, take damage equal to its Level x 200 and destroy this card. For a Spell, your opponent takes 400 damage. For a Trap, your opponent takes 800 damage. Burst of KnowledgeNormal SpellDraw 10 cards, then reveal your hand. You lose 300 Life Points for every Monster card in your hand, 500 Life Points for every Spell card in your hand, and 700 Life Points for every Trap card in your hand. If any "Forbidden One" cards are in your hand, remove them from the game. You cannot use any cards in your hand for the rest of the turn. Revival of DarknessQuick-Play SpellActivate only if you have 4 or more DARK Monsters removed from play, by paying 2000 Life Points. Return all removed DARK Monsters to your Graveyard and Special Summon a DARK monster from your Graveyard. This turn, you cannot Summon or Set other monsters or declare an attack. Link to comment
Haou Devil 12 Posted May 23, 2010 Report Share Posted May 23, 2010 During the years I've been here and writing my fanfics' date=' I've thought of some really strange cards. The ones here aren't all of them, but there are a lot of the ones that don't belong to any particular archetype. PLEASE tell me if they can safely be made better, less restrictive, or if they need to be weakened or made more restrictive. In blue I'll leave my own comments about each of these cards to give you a topic if you can't think of others. Anti-TrunadeNormal TrapActivate only when a card that returns Spells or Traps you control to their owners' hands is activated. Spells and Traps you control are not returned to their owners' hands by that card's effect. Draw a card for each card not returned to their owners' hands this way. [b']This card used to only work on "Giant Trunade." Tell me if it needs to be changed back to that.[/b] Yes, because it might be able to work with it. Also, the OCG needs a little fixing. Black Obelisk DragonDARK Level 8 [Dragon / Effect]ATK 3000 DEF 2500When this card is destroyed and sent to the Graveyard, you can equip it to a Dragon-type monster you control. The equipped monster gains 3000 ATK. If you don't mind, if this needs to be nerfed, don't weaken the +3000 part or its 3000 ATK. Feel free to weaken anything else if needed though.This was also made by another kid whose name I do not remember. I don't see anything wrong with it. Control ChangeNormal TrapActivate this card by Chain Link 2 or 3. When this card is activated, select 1 Spell or Trap used in the Chain Link of this card. The selected card's effect is switched to you. If the selected card's effect has targeted 1 card on the field, change the target. (You can't activate this card if you or your opponent doesn't have any Spell or Trap Card Zones open.) I've been trying to figure out how I can balance this card's effect and work out its OCG. The new controller would apply the effect as well for situations like Lightning Vortex if that effect wouldn't be too powerful. Feel free to add a cost if needed or to nerf it heavily, just as long as its original idea is kept. I'm hoping that you could also still make it work on non-Continuous cards. The change I've made to the card is bolded. I hope the new effect helps. Cross of the DimensionsNormal SpellYou cannot activate this card if there is an active Field Spell on the field. Each player must activate a Field Spell from their hand, Deck, or Graveyard. If a player cannot, that player draws 4 cards and takes 1000 damage. For the rest of the duel, there can be more than 1 active Field Spell, the Field Spells cannot be removed from the field, and a new Field Spell cannot be activated. This allows for decks that rely on a Field Spell heavily to be sure their Field Spell never leaves the field, which may or may not be a great advantage. If not sure if the 4 cards or the same Field privilege to the opponent underpowers it. Any ideas? And don't complain about the two field spells part of it, it's a fundamental rule of the game that, if a card argues with the rules, the card wins. No changes are neccessary. Dark Armed PortalNormal SpellActivate only when you have more than 3 DARK monsters in your Graveyard and have 2900 or more Life Points, by paying Life points so that you have 100 left and removing all DARK monsters in your Graveyard from play. Special Summon 1 "Dark Armed Dragon" from your hand, Deck, or Graveyard, ignoring the Summoning Conditions. Its effect(s) cannot be activated. I think I should change it to a Quick-Play that can only be activated during your Main Phases and cannot chain against anything so that it can't interact with Diamond Dude. Other than the DHDD problem, anything else bothersome? Does DAD need to be weakened further by this card's effect? Can the cost and restriction on this card by lessened? What kind of Spell should I make this and how will its effect need to be changed to work with its new type? That's for you to decide. First, raise the LP requirements. Second, don't remove all DARK Monsters in your Graveyard. Leave some, so you might be able to Special Summon them later on. Dark Samsara TacticsContinuous SpellYou can Tribute a DARK monster you control to draw a card. If the card you drew was a DARK monster, you can reveal it to destroy a Spell or Trap card on the field. During either player's turn, you can remove a DARK monster from your Graveyard and this card you control from play to destroy a non-DARK monster on the field. Does the first effect need to be changed to a "Once per turn" effect? An "Up to twice per turn" effect? Please comment on this on its power, not just the fact that it's more DARK support, like the above card. Change it to a "Once per turn" effect. Dark SeedshooterDARK Level 3 [Plant / Effect]ATK 1500 DEF 0You can remove 2 DARK monsters in your Graveyard to inflict 600 damage to your opponent. Should I increase the damage? No, you're good. Life TrapNormal TrapDuring the End Phase of this turn, your opponent loses Life Points equal to twice the Life Points they gained this turn. I think it could use another effect, since right now it's like a one-turn, wait until end of turn Bad Reaction to Simochi. Any ideas for effects that fit the "punish life gain" idea I had in mind? How about changing it to "your opponent loses double the Life Points you lost this turn." And see if you can make it a Counter Trap. Mega BombNormal SpellActivate only during Main Phase 2. If 2 or more of your opponent's monsters were destroyed by battle this turn. Your opponent takes 1000 damage for every monster destroyed by battle this turn and you take twice as much damage. Loosen the restriction? Add another effect? Just remove the first sentence? What will make this good, or at least better? How about you and your opponent take the same amount of damage. Stop TriggerQuick-Play SpellYou can activate this card during the Damage Step. Activate only when a Trigger effect is activated. Negate that Trigger effect. Does it need a cost? Could it be made more powerful? You decide. How about "By paying 800 LP, all Effect monsters effects are negated until the End Phase." The blue comments are my concerns. Feel free to raise other concerns. Here are some cards I've been tinkering with. Dustar DragonWIND Level 8 [Dragon / Synchro / Effect]ATK 2500 DEF 20001 "Synchron" Tuner or "Debris Dragon" + 1 or more non-Tuner monsters"Quickdraw Synchron" cannot be used for the Synchro Summon of this card. This card's name is treated as "Stardust Dragon" while it is on the field or in the Graveyard. You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase. If this is made, Stardust can be put to 0 and Starlight Road can stay at 3. I'm not really too much of a fan of Generic Synchros, which is why I added the Yusei Tuner material. Are the Synchro Material restrictions okay? Just stick with the "1 Tuner" Synchro Material rule and take "Quickdraw Synchron" out of the text. These next cards probably require some major work to reach balance. Please help with balancing them. The Dark WorldField SpellIf a DARK monster is discarded to your Graveyard, Special Summon it from the Graveyard. If the discarded monster was a "Dark World" monster, it is treated as having been discarded by an opponent's card effect. With this effect, you'll fill up your entire field. Make the field have a Life Point cost. Roulette DrawQuick-Play SpellPay 1000 Life Points and draw a card and reveal it. For a Monster, you take damage equal to its Level x 200. For a Spell, your opponent takes 400 damage. For a Trap, your opponent takes 800 damage. You can repeat this process any number of times. Take out the last sentence and you're good. Burst of KnowledgeNormal SpellDraw 10 cards, then reveal your hand. You lose 400 Life Points for every Monster card in your hand, 600 Life Points for every Spell card in your hand, and 800 Life Points for every Trap card in your hand. If any "Forbidden One" cards are in your hand, remove them from the game. You cannot use any cards in your hand for the rest of the turn. Make this card not affiliated with Exodia and lessen the Life Point loss, so it won't give your opponent the advantage Look at the sentences in black bold letters. Also, here's something that might go with this thread as proof that I'm back in the card creating business. Revival of Darkness[Quick-Play Spell]If you have 4 or more DARK Monsters removed from play, by pay 2000 Life Points, return all removed DARK Monsters to your Graveyard and Special Summon DARK Monsters from your Graveyard equal to or rounded down to the number of DARK Monsters you returned to your Graveyard. Link to comment
Mysty Posted May 23, 2010 Author Report Share Posted May 23, 2010 During the years I've been here and writing my fanfics' date=' I've thought of some really strange cards. The ones here aren't all of them, but there are a lot of the ones that don't belong to any particular archetype. PLEASE tell me if they can safely be made better, less restrictive, or if they need to be weakened or made more restrictive. In blue I'll leave my own comments about each of these cards to give you a topic if you can't think of others. Anti-TrunadeNormal TrapActivate only when a card that returns Spells or Traps you control to their owners' hands is activated. Spells and Traps you control are not returned to their owners' hands by that card's effect. Draw a card for each card not returned to their owners' hands this way. [b']This card used to only work on "Giant Trunade." Tell me if it needs to be changed back to that.[/b] Yes, because it might be able to work with it. Also, the OCG needs a little fixing. I guess I'll have to use the wording on the card "White Hole" to find out how to word this card. Black Obelisk DragonDARK Level 8 [Dragon / Effect]ATK 3000 DEF 2500When this card is destroyed and sent to the Graveyard, you can equip it to a Dragon-type monster you control. The equipped monster gains 3000 ATK. If you don't mind, if this needs to be nerfed, don't weaken the +3000 part or its 3000 ATK. Feel free to weaken anything else if needed though.This was also made by another kid whose name I do not remember. I don't see anything wrong with it. Control ChangeNormal TrapActivate this card by Chain Link 2 or 3. When this card is activated, select 1 Spell or Trap used in the Chain Link of this card. The selected card's effect is switched to you. If the selected card's effect has targeted 1 card on the field, change the target. (You can't activate this card if you or your opponent doesn't have any Spell or Trap Card Zones open.) I've been trying to figure out how I can balance this card's effect and work out its OCG. The new controller would apply the effect as well for situations like Lightning Vortex if that effect wouldn't be too powerful. Feel free to add a cost if needed or to nerf it heavily, just as long as its original idea is kept. I'm hoping that you could also still make it work on non-Continuous cards. The change I've made to the card is bolded. I hope the new effect helps. Although part of the functionality is to also be able to give a card to your opponent, in case you needed to get rid of the monster with the lowest ATK on your field and only had a Fissure.Perhaps an atered wording of Mystical Refpanel is in order. I'll definitely use your suggestion though. Cross of the DimensionsNormal SpellYou cannot activate this card if there is an active Field Spell on the field. Each player must activate a Field Spell from their hand, Deck, or Graveyard. If a player cannot, that player draws 4 cards and takes 1000 damage. For the rest of the duel, there can be more than 1 active Field Spell, the Field Spells cannot be removed from the field, and a new Field Spell cannot be activated. This allows for decks that rely on a Field Spell heavily to be sure their Field Spell never leaves the field, which may or may not be a great advantage. If not sure if the 4 cards or the same Field privilege to the opponent underpowers it. Any ideas? And don't complain about the two field spells part of it, it's a fundamental rule of the game that, if a card argues with the rules, the card wins. No changes are neccessary. Dark Armed PortalNormal SpellActivate only when you have more than 3 DARK monsters in your Graveyard and have 2900 or more Life Points, by paying Life points so that you have 100 left and removing all DARK monsters in your Graveyard from play. Special Summon 1 "Dark Armed Dragon" from your hand, Deck, or Graveyard, ignoring the Summoning Conditions. Its effect(s) cannot be activated. I think I should change it to a Quick-Play that can only be activated during your Main Phases and cannot chain against anything so that it can't interact with Diamond Dude. Other than the DHDD problem, anything else bothersome? Does DAD need to be weakened further by this card's effect? Can the cost and restriction on this card by lessened? What kind of Spell should I make this and how will its effect need to be changed to work with its new type? That's for you to decide. First, raise the LP requirements. Second, don't remove all DARK Monsters in your Graveyard. Leave some, so you might be able to Special Summon them later on. Okay, I'll raise it to 4100 so that you'll guaranteed be paying 4000 or more. I'll also remove the DARK removal part and change this into a quick-play that cannot chain to anything and can only be activated during your main Phase. Dark Samsara TacticsContinuous SpellYou can Tribute a DARK monster you control to draw a card. If the card you drew was a DARK monster, you can reveal it to destroy a Spell or Trap card on the field. During either player's turn, you can remove a DARK monster from your Graveyard and this card you control from play to destroy a non-DARK monster on the field. Does the first effect need to be changed to a "Once per turn" effect? An "Up to twice per turn" effect? Please comment on this on its power, not just the fact that it's more DARK support, like the above card. Change it to a "Once per turn" effect. Dark SeedshooterDARK Level 3 [Plant / Effect]ATK 1500 DEF 0You can remove 2 DARK monsters in your Graveyard to inflict 600 damage to your opponent. Should I increase the damage? No, you're good. Life TrapNormal TrapDuring the End Phase of this turn, your opponent loses Life Points equal to twice the Life Points they gained this turn. I think it could use another effect, since right now it's like a one-turn, wait until end of turn Bad Reaction to Simochi. Any ideas for effects that fit the "punish life gain" idea I had in mind? How about changing it to "your opponent loses double the Life Points you lost this turn." And see if you can make it a Counter Trap. Your effect changes the card. I'd rather keep its Cure-Burn theme. Perhaps I could change it to a Counter-Trap and make it activate immediately after the Life gain. Mega BombNormal SpellActivate only during Main Phase 2. If 2 or more of your opponent's monsters were destroyed by battle this turn. Your opponent takes 1000 damage for every monster destroyed by battle this turn and you take twice as much damage. Loosen the restriction? Add another effect? Just remove the first sentence? What will make this good, or at least better? How about you and your opponent take the same amount of damage. Stop TriggerQuick-Play SpellYou can activate this card during the Damage Step. Activate only when a Trigger effect is activated. Negate that Trigger effect. Does it need a cost? Could it be made more powerful? You decide. How about "By paying 800 LP, all Effect monsters effects are negated until the End Phase." This takes away all the effects that happen when the "Triggering" effects of Spells and Traps happen. Maybe those aren't Trigger effects. In which case, I'd need a way to differentiate them. The blue comments are my concerns. Feel free to raise other concerns. Here are some cards I've been tinkering with. Dustar DragonWIND Level 8 [Dragon / Synchro / Effect]ATK 2500 DEF 20001 "Synchron" Tuner or "Debris Dragon" + 1 or more non-Tuner monsters"Quickdraw Synchron" cannot be used for the Synchro Summon of this card. This card's name is treated as "Stardust Dragon" while it is on the field or in the Graveyard. You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase. If this is made, Stardust can be put to 0 and Starlight Road can stay at 3. I'm not really too much of a fan of Generic Synchros, which is why I added the Yusei Tuner material. Are the Synchro Material restrictions okay? Just stick with the "1 Tuner" Synchro Material rule and take "Quickdraw Synchron" out of the text. True. This card was only designed to replace Stardust Dragon and let Starlight Road be placed in 3s. These next cards probably require some major work to reach balance. Please help with balancing them. The Dark WorldField SpellIf a DARK monster is discarded to your Graveyard, Special Summon it from the Graveyard. If the discarded monster was a "Dark World" monster, it is treated as having been discarded by an opponent's card effect. With this effect, you'll fill up your entire field. Make the field have a Life Point cost. I think I'll add a "Once per turn" text as well. Roulette DrawQuick-Play SpellPay 1000 Life Points and draw a card and reveal it. For a Monster, you take damage equal to its Level x 200. For a Spell, your opponent takes 400 damage. For a Trap, your opponent takes 800 damage. You can repeat this process any number of times. Take out the last sentence and you're good. Burst of KnowledgeNormal SpellDraw 10 cards, then reveal your hand. You lose 400 Life Points for every Monster card in your hand, 600 Life Points for every Spell card in your hand, and 800 Life Points for every Trap card in your hand. If any "Forbidden One" cards are in your hand, remove them from the game. You cannot use any cards in your hand for the rest of the turn. Make this card not affiliated with Exodia and lessen the Life Point loss, so it won't give your opponent the advantage I still need to find a way to be sure the user couldn't use Exodia's effect when they end their turn and can activate exodia's effect, assuming they couldn't activate it right after this card's effect. Look at the sentences in black bold letters. Also, here's something that might go with this thread as proof that I'm back in the card creating business. Revival of Darkness[Quick-Play Spell]If you have 4 or more DARK Monsters removed from play, by pay 2000 Life Points, return all removed DARK Monsters to your Graveyard and Special Summon DARK Monsters from your Graveyard equal to or rounded down to the number of DARK Monsters you returned to your Graveyard. I'll tweak that Revival of Darkness card some and then I'll post it as well. That card may become quite helpful. EDIT: Made some quick card edits, but didn't add the card yet.EDIT EDIT: Adjusted the blue messages as well as a nerfed Revival of Darkness. Link to comment
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