Parting Shot Posted June 14, 2010 Report Share Posted June 14, 2010 [align=center]I'm working on another set of cards (like my last 80-card set) but since that one didn't get much popularity (probably because there were 80 cards, lol) I figured I'd release this set in smaller chunks to make it easier to digest. So, here's Part One for your enjoyment! Comments, suggestions, etc. are always welcome and most definitely appreciated. ~||~ [spoiler=Prophet of Attunement Effect and Note]Note: This card was originally made for Roxas' contest and I added it to this set after that.Effect: Once per turn, you can remove up to 12 Spell Counters from cards you control to set this card's Level equal to the number of counters removed. When this card is sent to the Graveyard, place a number of Spell Counters on face-up cards you control that you can place a Spell Counter on equal to the Level of this card when it was sent to the Graveyard. [spoiler=Moltanian Effect]This card is unaffected by Trap Cards, regardless of effect. Once per turn, during your Main Phase, you can pay 1000 Life Points to give control of this card to your opponent. Battle Damage this card would inflict while attacking is dealt to its controller instead. This card must attack each turn if able. During the 7th Standby Phase after this face-up card was Summoned or flipped face-up, the game ends in a draw. [spoiler=Two for Tragedy Effect]Each player cuts their Deck (minimum of 3 cards in each half) and reveals the bottom card of the cut. Monster beats Spell, Spell beats Trap, and Trap beats Monster. If there is a tie, shuffle the Decks and cut again. The losing player destroys all cards they control ignoring any restrictions. Then they Special Summon a Token (Fiend-Type/DARK/Level 12/ATK 0/DEF 0) named "Tragedy" in Attack Position with this effect: "This card cannot be destroyed by any means. This card cannot be removed from the field by any effect or cost. You cannot control any other cards. Skip your Draw Phase. During your opponent's End Phase, destroy all cards they control." ~||~ Artist Credit:Found on the version line of each card.[/align] Link to comment Share on other sites More sharing options...
Yankee Posted June 14, 2010 Report Share Posted June 14, 2010 lolmoltanianrofl I LOVE the tragedy one...partially because I helped you, but w/e Great set of cards there. ^_\\\ Link to comment Share on other sites More sharing options...
Parting Shot Posted June 15, 2010 Author Report Share Posted June 15, 2010 lolmoltanianrofl I LOVE the tragedy one...partially because I helped you' date=' but w/e Great set of cards there. ^_\\\[/quote']Haha, thanks! Yeah, the Tragedy and Moltanian ones are some of my favorite effects that I've ever written. Link to comment Share on other sites More sharing options...
Parting Shot Posted June 16, 2010 Author Report Share Posted June 16, 2010 Things that go BUMP in the night evening.... Link to comment Share on other sites More sharing options...
Parting Shot Posted June 18, 2010 Author Report Share Posted June 18, 2010 Maybe things that go BUMP in the morning? Link to comment Share on other sites More sharing options...
Lexadin Posted June 18, 2010 Report Share Posted June 18, 2010 Interesting Cards.OCG is prefect (as expected).I'm not a big fan of Moltanian, I think it breaks the rules. If the duel would end up in a tie, then I would understand, but a double loss. I just don't think that would be legal. Two for Tragedy: I'm not shure of it, but I think that Tokens can only be called "... Token". And it is just to wierd, is your opponent supposed to lose with a Deck out or something, becouse that's the only way you can win when you have that token on your field. I just find that it is to Op, even with its randomness. Pics are great and the names fit.A 0/10 for Moltanian and Two for Tragedy. I just don't like screwing the rules at this level. And a 8.5/10 for the rest. Link to comment Share on other sites More sharing options...
Parting Shot Posted June 21, 2010 Author Report Share Posted June 21, 2010 Interesting Cards.OCG is prefect (as expected).I'm not a big fan of Moltanian' date=' I think it breaks the rules. If the duel would end up in a tie, then I would understand, but a double loss. I just don't think that would be legal. Two for Tragedy: I'm not shure of it, but I think that Tokens can only be called "... Token". And it is just to wierd, is your opponent supposed to lose with a Deck out or something, becouse that's the only way you can win when you have that token on your field. I just find that it is to Op, even with its randomness. Pics are great and the names fit.A 0/10 for Moltanian and Two for Tragedy. I just don't like screwing the rules at this level. And a 8.5/10 for the rest.[/quote']I guess I could change Moltanian to make it a tie instead, but that's less fun XD As for Two for Tragedy, I just liked having it named simply "Tragedy" rather than "Tragedy Token" so that's why I made it like that. And once the token is out it basically means that the opponent gets one monster and any spells they have at their disposal each turn to whittle their opponent down to 0 Life Points, or end up decking out themselves and losing. It is a very weird effect, I know, so I can understand your reservations :P. Thanks for the comments ^_^ Link to comment Share on other sites More sharing options...
ss2phil Posted June 21, 2010 Report Share Posted June 21, 2010 Two for Tragedy is too much OP because the losing player whould end up losing the duel easily, except if he really has a good hand and I think 2800 Atk is too much for Moltanian. Finally I don't see the point of using the effect of Prophet of Attunement's effect. So conclusion 9/10 for all the cards I haven't named Link to comment Share on other sites More sharing options...
Guest Neo Fusion Posted June 21, 2010 Report Share Posted June 21, 2010 some of the effects are a little cheap like two for tragedy, but great set overall9.5/10 Link to comment Share on other sites More sharing options...
Parting Shot Posted June 22, 2010 Author Report Share Posted June 22, 2010 Two for Tragedy is too much OP because the losing player whould end up losing the duel easily' date=' except if he really has a good hand and I think 2800 Atk is too much for Moltanian. Finally I don't see the point of using the effect of Prophet of Attunement's effect. So conclusion 9/10 for all the cards I haven't named[/quote']Did you read all of Moltanian's effect? The 2800 only does damage to you when you attack with him so I think it's balanced just fine. As for Two for Tragedy, the player that doesn't have the Token loses all their cards on the field at the end of each of their turns, so they only get to use what they can summon in one turn to attack each turn. As such, it would be difficult to do more than 2000 damage per turn and they might end up running out of level 4 or lower monsters. It's just a nice twist on the game that would be interesting to play out and see what would happen. Thanks for the comments :) some of the effects are a little cheap like two for tragedy' date=' but great set overall9.5/10[/quote']Thank you for the comment ^_^ Link to comment Share on other sites More sharing options...
Parting Shot Posted June 23, 2010 Author Report Share Posted June 23, 2010 Sometimes you just gotta give it a BUMP. Link to comment Share on other sites More sharing options...
Parting Shot Posted June 25, 2010 Author Report Share Posted June 25, 2010 Never gonna BUMP you up.... Link to comment Share on other sites More sharing options...
Andran Posted June 25, 2010 Report Share Posted June 25, 2010 great pics & perfect OCG but Two for Tragedy si a little to OP.Im not sure but Moltanian breaks the rules i think.. cause end the game after 7 turns when he summoned?? And Moltain should have at least 7 stars with 2800 ATK . The rest still perfect. 7.5/10 nice job but dont make op cards like Moltanian and Two for Tragedy ;D Link to comment Share on other sites More sharing options...
Inferno I20 Posted June 25, 2010 Report Share Posted June 25, 2010 from what i can tell these cards are pretty good (i havent read their effects but will get around there later) so for now enjoy a nice steaming...9/10XD Link to comment Share on other sites More sharing options...
Parting Shot Posted June 26, 2010 Author Report Share Posted June 26, 2010 EDIT UPDATE: Changed Moltanian to end the duel in a draw rather than a double loss. great pics & perfect OCG but Two for Tragedy si a little to OP.Im not sure but Moltanian breaks the rules i think.. cause end the game after 7 turns when he summoned?? And Moltain should have at least 7 stars with 2800 ATK . The rest still perfect. 7.5/10 nice job but dont make op cards like Moltanian and Two for Tragedy ;DMoltanian is supposed to be level 4' date=' lol. His effect of only dealing damage to his controller should be sufficient to balance his ATK. As for ending the game, is he any more overpowered than Exodia, Destiny Board, or Final Countdown? Sure he ends the duel, but he doesn't end it in a win for anyone like the previously listed cards do. Two for Tragedy probably is somewhat overpowered, yeah, but the effect is mix. Thanks for the comments ^_^ from what i can tell these cards are pretty good (i havent read their effects but will get around there later) so for now enjoy a nice steaming...9/10XDWell, I guess I'll wait to say anything else until you've read the effects :P Link to comment Share on other sites More sharing options...
Toot Posted June 26, 2010 Report Share Posted June 26, 2010 Awesomeness10/10 Link to comment Share on other sites More sharing options...
Guest Star Posted June 26, 2010 Report Share Posted June 26, 2010 Quick question before I post this; do you come up with the ideas or the images first? Because not only are your card images incredible, they're just creative and they seem to go so well with the effect or the card name you're designing. Awesome. Earthen Grasp: Alright, so this one's interesting. It's got a slght restriction, which - kind of - makes up for the rest of the effect. Alright, so the monsters are hit with a "Thousand Eyes Restrict" style effect, except your opponent can bring more monsters out afterwards. Plus, they can remove the counter, so at most you can do 2500 damage with the card. (Not sure if that makes sense.) I assume Snae Counters are going to lead to something else in the set, but I'm reviewing these one by one so I guess I'll find out. (7/10) Overpower: Switch what monster, by any chance? "Switch your monster to face-up Attack Position"; is the monster they attack suppose to be face-down, or is itr optional? Just wondering because what if they declare an attack against 1 monster that isn't face-down? I can't help but feel that this one's broken, although it's specific. Mainly because it can do an insane amount of damage if you play it right. (5/10) Prophet of Attunement: So this one's interesting. It's solkid for the Spellcaster style Decks, and it basically works with Tuning (as its name so kindly informs us). There's not much to say about it, other than the fact that it's balanced, its name is clever without overdoing itself, and the picture is great! (8/10) Bestial Howl: Miracle Dig! For Beasts! That creates an interesting chain combo with "The Big March of Animals"! I like it, though. I think it's actually a unique card that's solid, balanced offense for Beasts. Combining this with "The Big March of All Animals" has the potential to increase the ATK of your Beasts by 2500 total. Moltanian: Woah, this one took me by surprise. You've got so many mechanics worked into one here, and it's actually not broken. It's invulnerable to traps, does damage, and has a Lava Golem effect built in there while creating that "Draw" ending that Last Turn so kindly brought. However, it's 2800. I can't figure out whether or not it works with Forbidden Chalice and/or Skill Drain, but if it does, I think it's going to be incredibly overpowered. You could summon three of these and have a very good chance at winning. It can be killed by Spells, though. (5/10) Vision of Anguish: This is overpowered. There's no way to look at it otherwise, to be honest. There's so many cards that restore Life Points nowadays that paying 4000 Life Points (essentially) to draw 5 cards (it's not even Draw, rather, you pick them out of 10) is extremely overpowered from this guy's perspective. It's a creative card, but I can't see a situation where it's not broken. (4/10) Thunderfist Cyborg: I love this! This is awesome. It's so creative, and it's just a great card that I can see working in a vaiety of different Decks. It protects Thunder monsters while being able to attack Directly, and it's weighed out by the 2 Tributes needed and the 2 monster requirement. Great card, seriously. (9/10) Two for Tragedy: My brain hurts here. I'm not sure I understand the effect. Like, does the Token still take Battle Damage? It's an awesome concept, but I just need it to be explained to me before I can understand it. Awesome cards, though. See you're still as good - perhaps even better - as you were last time around. Link to comment Share on other sites More sharing options...
Parting Shot Posted June 26, 2010 Author Report Share Posted June 26, 2010 Quick question before I post this; do you come up with the ideas or the images first? Because not only are your card images incredible' date=' they're just creative and they seem to go so well with the effect or the card name you're designing. Awesome. [i']Both, actually. For most of these, though, I found the pictures and made the cards from those.[/i] Earthen Grasp: Alright, so this one's interesting. It's got a slght restriction, which - kind of - makes up for the rest of the effect. Alright, so the monsters are hit with a "Thousand Eyes Restrict" style effect, except your opponent can bring more monsters out afterwards. Plus, they can remove the counter, so at most you can do 2500 damage with the card. (Not sure if that makes sense.) I assume Snae Counters are going to lead to something else in the set, but I'm reviewing these one by one so I guess I'll find out. (7/10) Actually, Snare Counters currently are only on this card. I suppose I could add a theme with them, though. Overpower: Switch what monster, by any chance? "Switch your monster to face-up Attack Position"; is the monster they attack suppose to be face-down, or is itr optional? Just wondering because what if they declare an attack against 1 monster that isn't face-down? I can't help but feel that this one's broken, although it's specific. Mainly because it can do an insane amount of damage if you play it right. (5/10) The switching just means that whatever position the monster is before the card activates, it becomes face-up attack position after this card resolves. So, whether it was face-down defense, or face-up defense, or already face-up attack it ends up in attack. Moltanian: Woah, this one took me by surprise. You've got so many mechanics worked into one here, and it's actually not broken. It's invulnerable to traps, does damage, and has a Lava Golem effect built in there while creating that "Draw" ending that Last Turn so kindly brought. However, it's 2800. I can't figure out whether or not it works with Forbidden Chalice and/or Skill Drain, but if it does, I think it's going to be incredibly overpowered. You could summon three of these and have a very good chance at winning. It can be killed by Spells, though. (5/10) The "not affected by traps" is worded thusly to (hopefully) make it non-abusable with traps like Skill Drain. It was designed to always have its effect and not have the effect be counterable, removable, or otherwise gotten around. Vision of Anguish: This is overpowered. There's no way to look at it otherwise, to be honest. There's so many cards that restore Life Points nowadays that paying 4000 Life Points (essentially) to draw 5 cards (it's not even Draw, rather, you pick them out of 10) is extremely overpowered from this guy's perspective. It's a creative card, but I can't see a situation where it's not broken. (4/10) I figured as much. I'll have to figure out how to balance it more. Thunderfist Cyborg: I love this! This is awesome. It's so creative, and it's just a great card that I can see working in a vaiety of different Decks. It protects Thunder monsters while being able to attack Directly, and it's weighed out by the 2 Tributes needed and the 2 monster requirement. Great card, seriously. (9/10) Heh, does it change your thoughts that it's only Level 6 and thus only requires 1 Tribute? ;) Two for Tragedy: My brain hurts here. I'm not sure I understand the effect. Like, does the Token still take Battle Damage? It's an awesome concept, but I just need it to be explained to me before I can understand it. Basically, the loser gets their field nuked, they get the Tragedy token, and they can't play any other cards for the rest of the duel. Also, their opponent gets their field nuked at the end of each of their turns, so basically the player without the token can use whatever they can summon/play one turn at a time (so probably not very many level 5 or higher monsters) to attack the token or otherwise damage the token player. Yes, the token takes battle damage. Need anymore explanation?Thanks muchly for the card-by-card analysis. I really appreciate it ^_^ Link to comment Share on other sites More sharing options...
Guest Star Posted June 26, 2010 Report Share Posted June 26, 2010 Quick question before I post this; do you come up with the ideas or the images first? Because not only are your card images incredible' date=' they're just creative and they seem to go so well with the effect or the card name you're designing. Awesome. [i']Both, actually. For most of these, though, I found the pictures and made the cards from those.[/i] Kudos for that. They're all really well-made, even if the effects are broken. They have a "professional" look to them. Wouldn't expect anything less from you, to be honest. Earthen Grasp: Alright, so this one's interesting. It's got a slght restriction, which - kind of - makes up for the rest of the effect. Alright, so the monsters are hit with a "Thousand Eyes Restrict" style effect, except your opponent can bring more monsters out afterwards. Plus, they can remove the counter, so at most you can do 2500 damage with the card. (Not sure if that makes sense.) I assume Snare Counters are going to lead to something else in the set, but I'm reviewing these one by one so I guess I'll find out. (7/10) Actually, Snare Counters currently are only on this card. I suppose I could add a theme with them, though. Either way, it's balanced. But I was thinking that were you to create more Snare Counter-esque cards, it would create different opportunities that would force your opponent to either face the wrath of an effect or pay the Life Points. Just a suggestion. Overpower: Switch what monster, by any chance? "Switch your monster to face-up Attack Position"; is the monster they attack suppose to be face-down, or is itr optional? Just wondering because what if they declare an attack against 1 monster that isn't face-down? I can't help but feel that this one's broken, although it's specific. Mainly because it can do an insane amount of damage if you play it right. (5/10) The switching just means that whatever position the monster is before the card activates, it becomes face-up attack position after this card resolves. So, whether it was face-down defense, or face-up defense, or already face-up attack it ends up in attack. Alright, in that case, it's overpowered. Moltanian: Woah, this one took me by surprise. You've got so many mechanics worked into one here, and it's actually not broken. It's invulnerable to traps, does damage, and has a Lava Golem effect built in there while creating that "Draw" ending that Last Turn so kindly brought. However, it's 2800. I can't figure out whether or not it works with Forbidden Chalice and/or Skill Drain, but if it does, I think it's going to be incredibly overpowered. You could summon three of these and have a very good chance at winning. It can be killed by Spells, though. (5/10) The "not affected by traps" is worded thusly to (hopefully) make it non-abusable with traps like Skill Drain. It was designed to always have its effect and not have the effect be counterable, removable, or otherwise gotten around. Oh, alright. Then it's unique, solid, and an overall good effort. Vision of Anguish: This is overpowered. There's no way to look at it otherwise, to be honest. There's so many cards that restore Life Points nowadays that paying 4000 Life Points (essentially) to draw 5 cards (it's not even Draw, rather, you pick them out of 10) is extremely overpowered from this guy's perspective. It's a creative card, but I can't see a situation where it's not broken. (4/10) I figured as much. I'll have to figure out how to balance it more. Not really sure how to do that one, lol. Thunderfist Cyborg: I love this! This is awesome. It's so creative, and it's just a great card that I can see working in a vaiety of different Decks. It protects Thunder monsters while being able to attack Directly, and it's weighed out by the 2 Tributes needed and the 2 monster requirement. Great card, seriously. (9/10) Heh, does it change your thoughts that it's only Level 6 and thus only requires 1 Tribute? ;) :( Some of us have counting issues. But no, it's still balanced. Two for Tragedy: My brain hurts here. I'm not sure I understand the effect. Like, does the Token still take Battle Damage? It's an awesome concept, but I just need it to be explained to me before I can understand it. Basically, the loser gets their field nuked, they get the Tragedy token, and they can't play any other cards for the rest of the duel. Also, their opponent gets their field nuked at the end of each of their turns, so basically the player without the token can use whatever they can summon/play one turn at a time (so probably not very many level 5 or higher monsters) to attack the token or otherwise damage the token player. Yes, the token takes battle damage. Need anymore explanation? That's...different.Thanks muchly for the card-by-card analysis. I really appreciate it ^_^ No problem. Link to comment Share on other sites More sharing options...
Parting Shot Posted June 28, 2010 Author Report Share Posted June 28, 2010 @ Star - Thanks again for the specific comments. I will definitely consider your suggestions when making more cards ^_^ Any other comments/thoughts/suggestions/rates? Link to comment Share on other sites More sharing options...
~Duo~ Posted June 28, 2010 Report Share Posted June 28, 2010 You didn't give HP Doom credit for 4 of the pictures, but although a few are OP, very little OCG errors, so 8/10. Link to comment Share on other sites More sharing options...
Parting Shot Posted June 28, 2010 Author Report Share Posted June 28, 2010 You didn't give HP Doom credit for 4 of the pictures' date=' but although a few are OP, very little OCG errors, so 8/10.[/quote']I gave credit to the archive I got them from, so in the case of the 4 that aren't HP Doom's, it's because they aren't HP Doom's :P Thanks for the comment ^_^ Link to comment Share on other sites More sharing options...
Parting Shot Posted June 30, 2010 Author Report Share Posted June 30, 2010 One last and final BUMP! Link to comment Share on other sites More sharing options...
Guest Star Posted June 30, 2010 Report Share Posted June 30, 2010 Are you gonna update this set? I wanna see more cards! Link to comment Share on other sites More sharing options...
Parting Shot Posted June 30, 2010 Author Report Share Posted June 30, 2010 Are you gonna update this set? I wanna see more cards!It depends, honestly. I can either make more new cards for this set, or update my Glyph Set to meet the standards of the new additions I've recently made. I'm not sure which to do, lol. Link to comment Share on other sites More sharing options...
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