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Healing Deck


Sleepy

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I don't have their names yet. Comments please :D

 

 

[spoiler=Part 1. Ten Monsters]

 

Card 1

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

If this Attack Position card is destroyed by battle' date=' you gain Life Points equal to half of the other monster's ATK and return this card to your hand.

[/quote']

 

Card 2

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

If you would take Battle Damage from a battle involving a Winged Beast-Type LIGHT monster' date=' reveal this card in your hand to reduce that damage to 0. Then, Special Summon this card from your hand in Attack Position after the Damage Step and gain Life Points equal to half the damage reduced. When a Winged Beast-Type monster is destroyed or Tributed, return this card to your hand.

[/quote']

 

Card 3

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

You can Special Summon this card if you control a Winged Beast-Type LIGHT monster(s). During the Battle Phase' date=' you can Tribute this card to Special Summon 1 Level 1 Winged Beast-Type LIGHT monster from your hand. Then, draw 1 card during the End Phase.

[/quote']

 

Card 4

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

Discard this card during either player's turn. If you do' date=' double the ammount of Life Points you gain this turn. If you gained Life Points 3 or more times this turn, draw 1 card during the End Phase. You can only activate the effect of 1 "[This card's name]" per turn.

 

Card 5

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

Discard this card during either player's turn. If you do' date=' when you gain Life Points this turn, inflict damage to your opponent equal to half of that ammount. If your opponent takes damage from this card's effect 3 or more times this turn, draw 1 card during the End Phase. You can only activate the effect of 1 "[This card's name]" per turn.

 

Card 6

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

Discard this card during either player's turn to double the ATK of all monsters your opponent controls until the End Phase. If this card affects 3 or more monsters' date=' draw 1 card during the End Phase.

[/quote']

 

Card 7

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

You can Special Summon this card from your hand by returning 1 Winged Beast-Type LIGHT monster you control to your hand. When this card is destroyed' date=' Special Summon 1 Winged Beast-Type LIGHT monster from your Deck. Then, gain 800 Life Points.

[/quote']

 

Card 8

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

If all monsters you control and in your Graveyard are Level 1 Winged Beast-Type LIGHT monsters' date=' and your Life Points are higher than your opponent's, this card gains ATK equal to half of the difference. When this card is destroyed, gain Life Points equal to half of this card's ATK.

[/quote']

 

Card 9

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

This card cannot be Normal Summoned or Set. This card can only be Special Summed by Tributing 2 Level 1 LIGHT monsters. If your Life Points are 50' date='000 or more, you win the Duel.

[/quote']

 

Card 10

LIGHT [Winged Beast/Efect] 0/0 /Level 1

 

Discard this card to add 1 Level 1 Winged Beast-Type LIGHT monster from your Deck or Graveyard to your hand' date=' except "[This card's name]", and gain 800 Life Points.

 

 

 

 

 

 

Card 11

Quick-Play Spell

If a card effect would target or destroy a Winged Beast-Type LIGHT monster(s) you control, pay 1600 Life Points to negate that effect and destroy the card. If you do, during your next turn's End Phase, gain 800 Life Points.

 

 

Card 12

Normal Spell

During your Main Phase, select 1 Winged Beast-Type LIGHT monster you control an 1 face-up monster your opponent controls. Destroy your monster and gain Life Points equal to the opponent's monster's ATK. The destroyed monster is treated as destroyed by battle by your opponent's monster (Battle Damage is applied normally). Then, send the opponent's monster to the Graveyard.

 

^I would love to put that one in a quote too, I didn't know there was a limit now O_o

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Card 1: Regardless of synergy with the other cards in this set, this card is greatly underpowered. It definitely needs some decent boost.

 

Card 2: The way this card is worded makes no sense. The first sentence is an effect that by default activates on the field, the second activates from the hand, so them being connected by "then" is impossible. I suppose what you're trying to say is: "If you would take Battle Damage from a battle involving a LIGHT Winged Beast-Type monster, you can reveal this card in your hand to reduce that damage to 0. Then, Special Summon this card in Attack Position after the Damage Step and gain Life Points equal to half the damage you would have received." Generally a good card, I suppose the whole return to hand plays in its favor in this set but once again, really lackluster compared to, say, Honest.

 

Card 3: Needs a limitation in the form of "you can only control 1 Card 3". Otherwise, it can do retarded things with Blackwings, and maybe even then...

 

Card 4: I like this card. I guess this is where the synergy between those cards begins to become more apparent.

 

Card 5: Same as above. Might be rather strong in heal/burn decks but I really have no idea how these work, so I can't tell if it'd be overpowered or not. Probably not, though.

 

Card 6: I can't exactly... see the point in this card. First of all, it needs a limitation that it can only be used during either turn's Main Phase 1, otherwise you can just use its effect at Main Phase 2, making it virtually pointless. Secondly, it just doesn't seem to work. It's funny that it'd consistently OTK in my Yubel deck, but I don't see that as its intended purpose, and it'd be too restrictive. An explanation would be in order.

 

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Overall, nice ideas, but they need more support before their synergy can shine through. As it stands, they are an entertaining set, but nowhere near competitive yet.

 

If you'd like naming ideas, try the Green Dragons in World of Warcraft, they follow the same theme as your cards.

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Card 1: Regardless of synergy with the other cards in this set, this card is greatly underpowered. It definitely needs some decent boost.

I feared this would be overpowered actually xD, I guess I need an explanation.. I'll do it after I respond to the other points ^-^

 

Card 2: The way this card is worded makes no sense. The first sentence is an effect that by default activates on the field, the second activates from the hand, so them being connected by "then" is impossible. I suppose what you're trying to say is: "If you would take Battle Damage from a battle involving a LIGHT Winged Beast-Type monster, you can reveal this card in your hand to reduce that damage to 0. Then, Special Summon this card in Attack Position after the Damage Step and gain Life Points equal to half the damage you would have received." Generally a good card, I suppose the whole return to hand plays in its favor in this set but once again, really lackluster compared to, say, Honest.

Edited to clarify. Thanks, that's exactly what I meant. Except I don't want it to be a "you can". Maybe its just that I'm worrying about timing issues here.

 

Card 3: Needs a limitation in the form of "you can only control 1 Card 3". Otherwise, it can do retarded things with Blackwings, and maybe even then...

I'll change it so it can only work with LIGHT Winged Beast-Types instead of just Winged Beast-Types in general. Would that be enough or should I do something else?

 

Card 4: I like this card. I guess this is where the synergy between those cards begins to become more apparent.

Yeah, it took me some time to pulish this one. At testing, the drawing effect became broken if I reduced the number of 3 to 2. ^-^

 

Card 5: Same as above. Might be rather strong in heal/burn decks but I really have no idea how these work, so I can't tell if it'd be overpowered or not. Probably not, though.

I think staking this card can be bad now that I think about it.. I'll fix that right now ^-^"

 

Card 6: I can't exactly... see the point in this card. First of all, it needs a limitation that it can only be used during either turn's Main Phase 1, otherwise you can just use its effect at Main Phase 2, making it virtually pointless. Secondly, it just doesn't seem to work. It's funny that it'd consistently OTK in my Yubel deck, but I don't see that as its intended purpose, and it'd be too restrictive. An explanation would be in order.

It looks like its pointless but its meant to double your Life Point gain in the combo. =D

Its not really pointless ;D, since its an ATK/DEF modifying effect, you can use it even during the Damage Step.

 

-----

 

Overall, nice ideas, but they need more support before their synergy can shine through. As it stands, they are an entertaining set, but nowhere near competitive yet.

I'll add more ;D ... Its supposed to be a healing Deck for a fan-fic character, but I actually want Healing strategies to be better.

 

If you'd like naming ideas, try the Green Dragons in World of Warcraft, they follow the same theme as your cards.

I'll look up those. I don't know much about World of Warcraft but I'm curious about those now xD

 

The strategy is Summoning #1. Special Summoning #3. Discarding all the ones that get discarded to activate their effects. If your opponent has a standard Level 4 or lower monster out, they at least gain some ATK with the ATK doubling discard effect.

^that's preparation.

 

Let's put a Stardust as an example here as the opponent's monster.

 

Monster #1 attacks Stardust. It gets destroyed and returns to your hand. Damage is reduced to 0 by monster #2. Who gets Special Summoned.

Stardust had 5000 ATK because of #6

. You gain 2500 x 2 = 5000 Life Points because of #1 and #4.

You gain the virtually the same ammount again, but this time because of #2 and #4's combo.

 

So far you gained 10,000 Life Points and thanks to #5, your opponent takes 5000 damage.

 

Continuing. #3 activates its effect during the Battle Phase to re-special Summon #1. Because he was Tributed, #2 returns to your hand to be re-used and you just need to attack with #1 once more.

 

With this. A total of 20,000 Life is your gain. Also, 10,000 damage total are caused to your opponent.. You pretty much won't loose any cards. The ones that got discarded and the one that got Tributed will each let you draw 1 card as your turn ends.

 

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I'm not sure myself if that makes them overpowered or not. They are an OTK, but combo looks a little too specific right now.

What's your opinion

(I hope I didn't make the combo sound too confusing because of the numbers instead of names ^-^" sorry.)

 

Thanks for this comment =D I really REALLY appreciate this comment. In fact, here's a +REP :D

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The strategy is Summoning #1. Special Summoning #3. Discarding all the ones that get discarded to activate their effects. If your opponent has a standard Level 4 or lower monster out, they at least gain some ATK with the ATK doubling discard effect.

^that's preparation.

 

Let's put a Stardust as an example here as the opponent's monster.

 

Monster #1 attacks Stardust. It gets destroyed and returns to your hand. Damage is reduced to 0 by monster #2. Who gets Special Summoned.

Stardust had 5000 ATK because of #6

. You gain 2500 x 2 = 5000 Life Points because of #1 and #4.

You gain the virtually the same ammount again, but this time because of #2 and #4's combo.

 

So far you gained 10,000 Life Points and thanks to #5, your opponent takes 5000 damage.

 

Continuing. #3 activates its effect during the Battle Phase to re-special Summon #1. Because he was Tributed, #2 returns to your hand to be re-used and you just need to attack with #1 once more.

 

With this. A total of 20,000 Life is your gain. Also, 10,000 damage total are caused to your opponent.. You pretty much won't loose any cards. The ones that got discarded and the one that got Tributed will each let you draw 1 card as your turn ends.

 

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I'm not sure myself if that makes them overpowered or not. They are an OTK, but combo looks a little too specific right now.

What's your opinion

(I hope I didn't make the combo sound too confusing because of the numbers instead of names ^-^" sorry.)

 

Thanks for this comment =D I really REALLY appreciate this comment. In fact, here's a +REP :D

 

The fact that your playbook contains a minimum of 6 specific or semi-specific monsters already makes this OTK incredibly inconsistent, and barring the healing OTK (I never thought I'd say it), there's little else these cards could be used for. Simply put, there's no way this will all work out in 1 or 2 turns, and while you're doing this, even if you're gaining some life you're creating no field presence or anything else, which can easily allow a semi-competitive deck to demolish you. It definitely needs more support, but it's a very interesting and unique idea.

 

Card 1: "other monster's ATK" should be "the ATK of the monster it battles with". I guess I see it as more usable now.

 

Card 2: It makes sense now. Obligatory effects from the hand are rather iffy, but viable.

 

Card 3: If I were you, I'd also change the Special Summoning requirement to just LIGHT. But yeah, this should cut down pretty much all possible Dragunity / BW abuses.

 

Card 4 & Card 5: Adding those limitations was a smart idea. Though it's unlikely, there are other burn OTKs that could be simplified a lot with #5. But in #5's text, there's a random "3" that is unnecessary there.

 

Card 6: Oh, I must admit it wasn't really clear. It helps, I guess, but seriously, this in my Yubel deck = epic.

 

Onto the new ones:

 

Card 7: I'll say it again, Attribute goes before Type in card text. "Winged Beast-Type LIGHT" should be "LIGHT Winged Beast-Type". Pretty good otherwise. I'd remove the "doesn't take battle damage" because it removes some general synergy with #2.

 

Card 8: Uuh... borders on overpowered with all this support. Creating a big net difference between yours and your opponent's Life Points is incredibly easy with these cards, and getting out a Level 1 10000 ATK point monster is... not funny. Just getting back half that much after it is removed from the field (which could easily just mean returning to hand so it can be used again immediately) just makes it ridiculous.

 

Card 9: Great, even if it's currently not that strong (minus hefty abuse with Card 8), just a heal-based win condition is epic enough. I'd love some sort of "story" concerning this card, explaining how it converts life advantage into an instant win.

 

You're on a good way with these, barring Card 8 which is broken and should be fixed. Need some Spell / Trap support to increase consistency, though.

 

By the way, I made a quick check and there are only 3 LIGHT Winged Beast monsters outside this set in the TCG. Fiend Reflection is a weak vanilla so it doesn't matter, and GB Octavius doesn't have synergy, but Sacred Crane might make an interesting addition, since these monsters do SS a lot. But anyway, since you're using such a unique Attribute / Type combo, you don't really need an archetype-specific name for these to use on searcher's, and I must say Dream's Bird sounds a bit iffy. You can just go ahead and use the names you want directly, and if you specifically want to limit the searchers etc to just the Archetype, just add "Level 1" to the requirements - there's no other monster currently that would fulfill the conditions.

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The fact that your playbook contains a minimum of 6 specific or semi-specific monsters already makes this OTK incredibly inconsistent, and barring the healing OTK (I never thought I'd say it), there's little else these cards could be used for. Simply put, there's no way this will all work out in 1 or 2 turns, and while you're doing this, even if you're gaining some life you're creating no field presence or anything else, which can easily allow a semi-competitive deck to demolish you. It definitely needs more support, but it's a very interesting and unique idea.

 

Card 1: "other monster's ATK" should be "the ATK of the monster it battles with". I guess I see it as more usable now.

I did that because its shorter, I think it doesn't change much but I'll change it alright xD

 

Card 2: It makes sense now. Obligatory effects from the hand are rather iffy, but viable.

Since your opponent doesn't know that you have it in your hand, its not really "obligatory" its just worded that way to avoid some timing issues I might not know about ^-^

 

Card 3: If I were you, I'd also change the Special Summoning requirement to just LIGHT. But yeah, this should cut down pretty much all possible Dragunity / BW abuses.

I did that too already if I remember correctly (great minds think alike xD )

 

Card 4 & Card 5: Adding those limitations was a smart idea. Though it's unlikely, there are other burn OTKs that could be simplified a lot with #5. But in #5's text, there's a random "3" that is unnecessary there.

Thanks for pointing out that 3, (what was I thinking xD). I'm thinking about ways of weakening this card a little more, its about the easiest win condition they have.

 

Card 6: Oh, I must admit it wasn't really clear. It helps, I guess, but seriously, this in my Yubel deck = epic.

lol thanks =D

 

Onto the new ones:

 

Card 7: I'll say it again, Attribute goes before Type in card text. "Winged Beast-Type LIGHT" should be "LIGHT Winged Beast-Type". Pretty good otherwise. I'd remove the "doesn't take battle damage" because it removes some general synergy with #2.

This card thinks different:

http://yugioh.wikia.com/wiki/Swap_Frog <its written Type, then Attribute. Its about the only reference I could find.

I was thinking about the damage part. Will do*

 

Card 8: Uuh... borders on overpowered with all this support. Creating a big net difference between yours and your opponent's Life Points is incredibly easy with these cards, and getting out a Level 1 10000 ATK point monster is... not funny. Just getting back half that much after it is removed from the field (which could easily just mean returning to hand so it can be used again immediately) just makes it ridiculous.

What about if..hmm.. I.. now that I remember, I was supposed to make it gain ATK equal to half of the difference instead of the whole thing ^-^"

what do you think? would it still be that bad if I cut it in half and change it to "destroyed" instead of removed from the field? =0

I'll think of some other options for the time being too

 

Card 9: Great, even if it's currently not that strong (minus hefty abuse with Card 8), just a heal-based win condition is epic enough. I'd love some sort of "story" concerning this card, explaining how it converts life advantage into an instant win.

Thanks

=9

I haven't thought about the story for this card in particular, the user of this Deck is a girl.

 

You're on a good way with these, barring Card 8 which is broken and should be fixed. Need some Spell / Trap support to increase consistency, though.

I have some trouble with those. The only things that I can think of are drawing effects, searching effects, and stall effects, which are a little unoriginal and would make the Deck super fast and consistent.

 

By the way, I made a quick check and there are only 3 LIGHT Winged Beast monsters outside this set in the TCG. Fiend Reflection is a weak vanilla so it doesn't matter, and GB Octavius doesn't have synergy, but Sacred Crane might make an interesting addition, since these monsters do SS a lot. But anyway, since you're using such a unique Attribute / Type combo, you don't really need an archetype-specific name for these to use on searcher's, and I must say Dream's Bird sounds a bit iffy. You can just go ahead and use the names you want directly, and if you specifically want to limit the searchers etc to just the Archetype, just add "Level 1" to the requirements - there's no other monster currently that would fulfill the conditions.

Yeah I guess I don't need it. I'll add individual names to them eventually. I wanted their name to have the same meaning as the archtype name they have right now, only that I wanted it to sound cooler. I'll change topic name and make them stop being an archtype for now. I'm bad with names usually.

Anyways, I'll start with the changes now..

 

 

Thank you for your comment once again ^-^ and for following this thread. You are the only person commenting ;_;

Time to think about more stuff...

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May I suggest calling them [insert name] of Curaga?

 

Card 1: Dove of Curaga

 

Card 2: Partridge of Curaga

 

Card 3: Quail of Curaga

 

Card 4: Cassowary of Curaga

 

Card 5: Pigeon of Curaga

 

Card 6: Falcon of Curaga

 

Card 7: Pelican of Curaga

 

Card 8: Swallow of Curaga

 

Card 9: Sparrow of Curaga

 

Card 10: Hummingbird of Curaga

 

How about a couple Traps as well?

 

"V" Formation

Trap/Normal

Select one card your opponent controls. You can remove from play a LIGHT Winged-Beast monster in your Graveyard to destroy the selected monster and gain Life Points equal to that monster's ATK.

 

Curaga's Blessing

Trap/Continuous

Activate only while you control a LIGHT Winged-Beast monster. Gain Life Points equal to the number of monsters on the field x 500.

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