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Ocean Dragon Lord - Neo Daelnodon

To start off, may I suggest a better name for the card? xP Neo Daelnodon, Lord of the Ocean Dragons. Sounds better and cooler IMO :3 But that's your choice if you want to change it or not. First effect is simple. Dump a few cards into the Graveyard to SEND (not destroy, which makes it evades cards like Starlight Road and Stardust Dragon I believe) from your opponent's field to the Graveyard. Now this effect on it's own is nice for field control/advantage, but it doesn't stop their. You can choose to also send them from your opponent's hand as well, for hand control/advantage. Your opponent though can find a way to put this into benefit. Last effect makes sense as a simple drawback. IMO, the card can be OP'd, mainly because you can use the dumping drawback as a benefit, which most people tend to do these days. 9.8/10

 

Leviathan of the Dark Depths

So...THIS is the new archetype?!?! So what were those White Archfiends for? I think you should write on the features 'Includes first ever LIGHT Counterparts of the 'Archfiend' archetype'. Now the card. Sea Serpent support is rare these days. This card's first effect depends on a Level 3 or lower Sea Serpent-Type monster(s) on your field, which gives this card the effect to gain 400 during damage calc., making it a 2900 beater and protecting it from being destroyed by battle. That last effect is superb swarm. Lots of combos you can use -WARNING: The next sentence will have math in it- For example, 3+3+1, 1+1+1+3+3, 2+3+2, and so on. This IMO, could make Frogs a bit more broken if it said WATER instead of Sea Serpent. Last effect might need a small drawback though Overall, nice on the field and for swarming. But it looks more like a crocodile/alligator to me xD 9.7/10

 

Hidden in the Blindspot

Removing from play a monster by this effect can save this monster from getting destroyed. Then, the monster gets returned, giving out damage to your opponent equal to half of it's ATK. The card can deal small to average amounts of damage. Don't know what kind of deck would use this though, maybe can be sided. 8.9/10

 

Jester Changer

All it does pretty much is recycle Tuners that become Vanillas. But, it can recycle itself as well, letting you use it's effect repeatedly if you keep on Synchroing it, which can be somewhat helpful. Just asking, was this card meant to be a Synchro Tuner? If so, card gets a 9.2/10. If not, 8.4/10.

 

Junk Force

Can beef up your monsters up by a smidge, but the wording can be somewhat confusing. It also has a backup protecting the selected monster. Overall, 9.3/10

 

Absolute Powerforce

First effect beefs up 1 of your monsters up 1000. Only having that monster being able to attack is reasonable. Last effect I'm pretty sure is a standard Red Dragon Archfiend effect. It's pretty much making one of your monsters gain Red Dragon Archfiends effect and 1000 ATK. Was hoping for another simple, yet useful effect that this card would have. 8.9/10

 

Will critique the cards below this card ASAP, since I must eat dinner now.

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Once again thanks for the comments...I will now comment on the question you asked me for. Ok so.

 

 

Ocean Dragon Lord - Neo Daelnodon: On the thing of the name it is supposed t be a word game between: Ocean Dragon Lord - Neo Daedalus and Sea Dragon Lord Gishilnodon...But I might eventually change the name.

 

White Archfiends and Dark Depths: Well the Dark Depths are what I call a new archetype coz it really doesn't exist in the OCG/TCG while Arhcfiends does....White Archfiends can also be seen as regular Archfiends Support...anyway I added info in the features.

 

Junk Force: What this card does is have the selected monster serve as support for all other Junk monster on the field...not attacking but lending its Strength to its companions and protecting them against destruction at the cost of its own destruction...

 

Absolute Powerforce: This card function is Simply turning a monster you control into a Red Dragon Archfiend Esque monster for a turn I know it is not the more original thing but think of these (Mainly I almost did the other Attacks similar to this) as those not so good cards in a set that may or no see play...

 

Well Again thanks for keep reviewing this set...I might work to complete it ASAP as well...

 

And for the rest...KEEP THOSE COMMENTS COMING PLEASE!!!!!

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Darkfire Witch

First effect is different. Tribute this + a Darkfire monster you control to get a new Darkfire monster from your hand or deck. I think having to tribute another Darkfire is unnecessary. Last effect don't know how that would benefit you. Overall, 6.8/10

 

Archfiend Wiseman

To shorten th effect, it protects your monster from destruction or at least 1 of the many monsters that would be destroyed all at once by cards like Torrential Tribute. Then, this card get's summoned from your hand onto the field. On the field, all it would be used though is fodder. This card would be much better if it were a Tuner. Overall, 8.6/10

 

Advanced Engineering Development

First requirement is quite easy to pull off. Mainly because Tech Genus monsters are treated as Machine-Types + their original type that is printed on the card. Tributing a Tech Genus to special a different Tech Genus on the grave fits the name quite well. Use it, tribute an unneeded Tech Genus to get out a better one that is in your Graveyard. Pretty nice. It's like evolving a pokemon xD Might need a drawback though somewhere at the end, not a big one, just a small, simple, drawback. 9.2/10

 

Darkfire Meteor Dragon

So this is where Darkfire Witch comes in handy. Bump up Darkfire Witch's rate to a 7.8/10. First effect can piss off your opponent, destroying their highest ATK monster, but can easily be countered by a lot of cards. The second effect reminds me of Trishula, Dragon of the Ice Barrier. And you wrote 'his' instead of 'his/her'. I think you should remove the deck part, mainly because your opponent can use that to their advantage at most, it's like giving them a Foolish Burial x2. Otherwise, decent card. 8.7/10

 

Escaping from the Warfield

Gives all your monsters the effect of not being able to be destroyed by battle, which can piss off most OTK/FTK's that involve direct attacks to finish you off. "Scar Counter" doesn't need the quotations. Understandable how this card gets destroyed when a certain amount of Scar Counters have been reach. If this card blows up itself, you get a nice gift, to draw a card. It's a simple effect that can help you in lots of ways. Don't know what kind of deck it would go in, but it has a possibility to be in the side-deck. 9.4/10

 

Treason of the Dark Depths

First effect is very useful. Most WATER decks in the current meta can use it. Frogs come to mind. Last effect seems reasonable. Hopefully you'll either win the duel or still have that 1 Level 3 or lower WATER monster on the field before this happens, seeing if you take over a huge beater and this card is destroyed, you'll get some high burn damage. Overall, it's like a Brain Control for WATER decks. 9.6/10

 

Dark Conductor Tyranno

It's like the original, except it has a higher summoning requirement and it can attack the same time you deal out the 1000. I can see some sort of loop with this card. 9.3/10

 

Eternal Sunshine

Overall, it lets you use Ancient Fairy Dragon's effect twice in 1 turn. Probably not the destroy a field spell, but the swarming effect that is. IMO, this version is better suited for LIGHT decks mainly because, well, the monster you special summon through this effect has to be a LIGHT monster. Makes sense with the name though. 9.6/10

 

Dark Gearfried

Similar to the original, except it protects DARK monsters. 9.6/10

 

General of the Dark Depths

First effect is great for an awesome 400 ATK and DEF boost. I don't get why it can't gain the boost too, I think it should, mainly because at 1800, even a few Level 4's can run this over. It's invincible to Trap Cards, which reminds me of Elemental Hero Wildheart. And, also negates the effects of monsters it destroys by battle, which is helpful as well. The chosen effects seem a bit random to me. 8.6/10

 

Cavalier of the Dark Depths

Forgot a comma after 'Once per turn', and tributing should be capitalized. It's a really simple effect. It can easily bounce cards to the hand. Can piss off your opponent if you bounce an Extra Deck monster. Doesn't give me an idea of what those the Dark Depth do as their key effect/strategy, except that most of them are low levels. 7.2/10

 

Child of the Dark Depths

Dumps a level 3 or lower Sea Serpent to the Graveyard, wonder how this can benefit you in the archetype. Then, thins the deck a bit more by adding one of this card to your hand from your deck. Decent for thinning and dumping. I'd at least make this a Tuner, being a Level 1 and all. 7.5/10

 

Heart of the Dark Depths

Has a simple milling effect, that can be hard to pull off, mainly because of the measly 700 ATK. Thins the deck and searches it. Overall, all I know now is that Dark Depths can thin the deck out and are low levels. 7.4/10

 

Shaman of the Dark Depths

To start off, where do you send this card from? The hand I suppose? Your opponent then has to risk one of their Spell or Traps unless they want the Spell or Trap they just activated to have it's effect negated and destroyed. Still doesn't tell me what the Dark Depths key effect/strategy is, besides the things I have stated above. 7.6/10

 

Queen of the Dark Depths

This protects most of your Dark Depths from their effects being countered. Can easily disrupt your opponent's hand control. Needs some sort of drawback and yet again, still doesn't tell me their key effect/strategy. 8.5/10

 

Vanguard of the Dark Depths

First effect works with the thinning/dumping some of the cards do. The card becomes a 2100 beater as long as that monster summoned from this card is on the field, which is OP'd IMO. Mainly because it's a Level 3. I'd make it to a +400, even though 2000 for a Level 3 can still be to high. Lower the original ATK to 1400 or so? 7.2/10

 

Rarity of the Dark Depths

Has a simple effect that also fits the thinning/dumping theme. Adding a Dark Depth to your hand besides this card. 7.1/10

 

Terror of the Dark Depths

Well, now I can say that the Dark Depths:

- Thin out the deck and can potentially dump themselves into the grave

- Swarm from the grave

- Have low levels, making them searchable

Card needs better stats IMO. Kinda sucks the destroyed monster has to be in defense, how 'bout if the monster inflicts battle damage or destroys a monster by battle? Overall, 7.8/10

 

Spawn of the Dark Depths

Standard Union. Protects the equipped Dark Depth and beefs it up by 500. 8/10

 

Dark Depths Archetype Review

Overall, the archetype seems somewhat random. They have low levels and stats, making them searchable by themselves and cards like Mother Grizzly. Can thin the deck, letting you shuffle a few times, hopefully drawing a card you need. Can swarm from the grave as well. I don't know what's the key effect/strategy. For example, what kind of deck are the Dark Depths? They can swarm, but can't run over monsters that good. What's their key strategy to win? I don't know! What's their key effects? (For example, Lightsworns mill, Gladiator Beast return to the deck and bring out a new one, etc.) I don'treally know. The archetype needs simple cards an archetype needs. A card that gives draw power, a beater, a staller, a protector, etc. The Dark Depths could seriously need some work. Sea Serpents is a very under-supported type out there, if you want to make them worth something, I say think of a new concept for the Dark Depths, and make them possibly meta or at least anti-meta. I'd like to hear your answers to these questions and maybe tell me a few nice combos this archetype has. Overall, the archetype as a whole gets a solid rating of 6/10

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Well the Dark Depths are meant to generate advantage by being lo level via swarming and Controlling effect as well as getting pumped by their Synchro Counterparts...they don't really need a common effect coz they are meant to have a variable strategy...Pretty much that way and They got some Awesome Support going on....

Diva

Salvage

Brionac

Grungir

In some Cases Gravity Bind

ALO + Level Limit - Area B

 

Stuff like that...

 

I think they might work I might try a deck out of them soon....

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