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Duel Academy: Destiny's End - Arc 2 - The Approaching Darkness [Started/Accepting Here/OOC]


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On a side note' date=' what's the deal with almost EVERYONE being loaded down with Duel Spirits?

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I don't have one. (I edited just because I forgot to bold "I")

 

No' date=' of course not. No one's that stupid...right?

 

Just taking note of the surplus of random Duel Spirits and how much it makes me miss Malefis. I haven't noticed a plot directon for them yet, just that like...EVERYONE has them.

[/quote']

 

Malefis wanted to squish me! SQUISH ME!

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...Umm ya on the blowing up the school topic that would Be Freaking AWESOM:D...Unlss somebody immportant was in it:(


Maby there could be a gas leak or something and ooraloo your charter could light a match and almost get exploded.


Oh. SOMEONE HURRY UP AND FINISH THOSE ENTRANCE DUELS! I WANT MINE!!

 

Yah i agree with ooraloo hurry up Please

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I agree that these duels should be the last.

 

Ouraloo...that's REALLY weird. I don't think words can describe which aspect of that sentence was more messed up.

 

Well, I do realize that not everyone has a spirit(s), but a large number of them do, hence the observation. Hm, I think it was more 'smear you across the ground' than squishing, and you did kind of deserve it.

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I made some more cards. Can you tell me if they're overpowered?

 

 

 

 

Imperial Execution

Continuous Trap

Once per turn, you can Tribute any number of monsters. For each Tributed monster, destroy 1 card on the field.

 

Imperial Deception

Continuous Trap

As long as this card remains on the field, cards that only target Trap Cards must target Spell Cards and vice-versa. (This saves me from pesky Trap Stun)

 

Imperial Trickery

Counter Trap

Activate when a monster you control is attacked. Return that monster to your hand to negate the attack and Special Summon a different monster from your hand.

 

Imperial Palace

Field Spell

As long as this card remains on the field, when a player declares an attack, their opponent decides the target. Once per turn, a player can Tribute 1 monster and Pay 1000 Life Points to activate 1 of the following effects:

-Destroy 1 monster on the field

-Inflict damage equal to half of the Tributed monster's DEF to your opponent

-Special Summon up to 5 'Jester Tokens" (Spellcaster-Type/DARK/Level 1/ATK 0/DEF 0) in ATK position on your opponent's side of the field. When a "Jester Token" leaves the field, the controller takes 500 damage and must return another monster to him or her hand.

 

Imperial Taxes

Normal Trap

Inflict 200 points of Direct Damage to your opponent's Life Points for each "Imperial" Trap Card face-up on the field.

 

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Imperial Execution is pretty cool, but I think you should add an "except Tokens" clause to keep it from being broken.

 

Imperial Trickery doesn't really need to be a Counter Trap.

 

Imperial Palace's Token Generation is broken. It's like Ojama Trio, but much worse.

 

Imperial Deception is nonsensical and it completely alters game mechanics, which is kind of a no-no in card design. Firstly, I think you mean "affect", not "target". For the record, the VAST majority of S/T removal is not exclusive to one type, so most cards aren't fazed by this. However, the cards that are affected get messed up. Trap Stun negates Spells. Imperial Custom protects Continuous Spells. Royal Decree negates Spells. I'm not sure how Magic Jammer or Trap Jammer would work now. They activate in response to Spells/Traps (it's their activation requirement), but only negate Traps/Battle Phase Spells?

 

@Zetaru: Well, then it all worked out great.

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