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Mechwar set cards so far (my first set)


warhunter

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my first set i'm making. ALL machine-related cards. note that i do not claim any rights to the pictures on the cards.

 

These are the first cards i have made with this, so please take that into account in criticism. Plus, Vanilla monsters are not useless. what do you think makes up 90% of all cards?

 

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and that's it so far.

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Alright, let's break it down.

 

Mech Assault Walker: Why is it FIRE? Not much else to say about this, sorta useless.

 

Robot Assault Walker: OP to the extreme, it's like a suicidal Man Eater Bug. Change "enemy" to "monster", and "foe" to "opponent".

 

Turret Defense: Extremely OP. Extremely. For relatively obvious reasons. Add some kind of condition to it so that it isn't so cheap.

Change it to: "Once per turn, destroy one monster on your opponents side of the field." + added conditions

 

Metalization: Again, OP. Reduce the ATK Boost to, say, 500 or so. Machine should have a capital M, and it should read; "A monster equiped with this card gains 500 ATK, and is treated as a Machine-Type monster."

 

Axeling: Surprisingly, almost UP. Reminds me of that one old card with 2000/2000, that lost 400 for each card in your hand...anyway, change "creature" to monster.

 

Skar: Sort of useless, again.

 

Barage: It's a beefed up version of Time Wizard, essentually. OP in comparison.

 

Sprint Mech: Again, sort of useless.

 

Battlefield: The effect is redundant, it would lower all monster's attack by 500, AND increase Machine's ATK by 500, thus keeping it at it's current level. Even if you fixed it, it'd be a hella strong field spell.

 

Emergency Refit: ...Redundant, again. It's been done before in a not Machine-specific manner.

 

Speeder Racer: GO SPEED RACER, GOOOO- Instead of destroying it, perhaps add something similar to Black Veloci, in that it gains -number- during your Battle Phase, but loses -number- during your opponents? Mostly speculation here.

 

Both Fusions: So one acts as a built in field spell? Sounds nice. I don't think I've ever seen a ritual that can summon two different monsters...Correct me if I'm wrong here.

 

Zombie thing: Two types? Paaaah. Interesting enough effect, though.

 

Mech Qurar: I'm kinda liking this one. Seems a bit more balanced then your others...only a bit.

 

5.2/10.

 

I probably missed OCG errors, or was too lazy to fix them.

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thanx for the opinion. it's my first set, so i'm supposing i did alright. And 'Mech Hangar' i tried to design so it was unique in being able to ritual summon 2 different monsters. oh, yeah, and some effects may already have been done, i know, because i don't look through every single card in existance to find a similiar effect. thanx again!

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OCG is the grammar of the effect, Konami uses a lot of the same grammar over and over again.

 

Your grammar does not look anything konami uses

 

example Turret Defense

 

Destroy one enemy of your chossing once per turn.

 

with corrected OCG

 

Once per turn you can destroy one monster your opponent controls.

 

Try to find real cards with similar effects, and use that grammar to get correct Effects

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Why does this keep happening? If your wondering it's the issue I have with people thinking they're making good cards and they don't even stop to think if they're typing their effects right. I mean like "Destroy one enemy of your chossing once per turn."? By reading that you should least realize something doesn't sound right. You even spelled choosing wrong. Sorry to be mean, but it had to be said. 3/10.

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I don't think I've ever seen a ritual that can summon two different monsters...Correct me if I'm wrong here.

 

That would be "End of the World" if i'm not mistaken. It summons either "Demise, King of Armageddon" or "Ruin, Queen of Oblivion"

(PM's were disabled to Baragon, so...)

 

Anyways, Good deck, but Sprint Mech? Eh...

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