NightmarePenguins Posted September 3, 2010 Report Share Posted September 3, 2010 Hello everyone! I was thinking about this for a while, and decided I was going to make cards after various elements of Pokemon Mystery Dungeon. I will put all the cards in spoilers below with explanations as to when and why I made these cards. The next project for these will be the wonder orbs, they will be mainly spell cards. [spoiler=Traps]The idea of making these cards came to me while playing Explorers of Sky. While being annoyed by the traps that just HAD to be put near the staircases making you lose oh so precious supplys, I thought "Hmm... If these were trap Cards id be screaming if they were played. Oh wait, they haven't been made yet. So I made them XD I dont know if Ive got all the traps down, but these are what ive got so far: Grimy Trap Select 1 Card in your opponent's hand and destroy it. If the Card destroyed is a Spell Card, both you and your opponent must send all Spell Cards in your hands to the graveyard. Sticky Trap (Continuous) Choose one face-down Spell or Trap card on the field. That card cannot be activated. Power-Zero Trap (Continuous) While this Card is face-up on the field, Neither you or your opponent can activate the effect of Effect Monsters Face up on the field. Explosion Trap Both Players take damage equal to half of the monster with the highest ATK face-up on the field's ATK points. Pitfall Trap Activate only when your opponent Summons a monster. Remove that monster from play until the end of your opponent's next turn. Trip Trap Send 1 Equip Card on the field to the owner's hand. Mud Trap Select 1 monster your opponent controls and flip a coin. If Heads, the monster loses 500 ATK and DEF. If Tails, the monster the monster gains 500 ATK and DEF. Seal Trap Pay 1000 Life Points to declare 1 type of Card. Your opponent cannot play the declared Card type for the rest of the turn this card is activated. Warp Trap Select 1 monster on the field and roll one six sided die: 1-2: Send the selected monster back to the owner's hand. 3-4: Send the selected monster to the top of the owner's Deck. 5: Send the selected monster to the Graveyard. 6: This card is destroyed. Blowback Trap Send 1 monster on the field back to its owner's hand [/spoiler] Please, comment and help make these better, I believe there may be some OCG errors here and there, but all in all, they look good Thank You! edit one: changed sticky trap to make it "Stickyer" edit two: revamps and extra trap ive just remembered Link to comment
CrabHelmet Posted September 3, 2010 Report Share Posted September 3, 2010 Severe balance issues throughout this whole set. How could you look at Dark Bribe and think that it needed to have the card-drawing drawback removed? Link to comment
LiAM Posted September 3, 2010 Report Share Posted September 3, 2010 [quote name='Crab Helmet' timestamp='1283546440' post='4596024'] Severe balance issues throughout this whole set. How could you look at Dark Bribe and think that it needed to have the card-drawing drawback removed? [/quote] Some of the cards do have serious overpowering issues. To start off, the first one is overpowered. It has no cost and can be freely used without hesitation. Try to make cards that are fair and your opponent can use, not just only you can use - this helps you make them fairer. Link to comment
NightmarePenguins Posted September 3, 2010 Author Report Share Posted September 3, 2010 [quote name='Crab Helmet' timestamp='1283546440' post='4596024'] Severe balance issues throughout this whole set. How could you look at Dark Bribe and think that it needed to have the card-drawing drawback removed? [/quote] In all honesty, i didnt even know this was a dark bribe de-drawbacked, never actually seen dark bribe, ill change the card now then, I Know there are balance issues where they all seem OP, but they arent really meant to be played together unless you actually want to, this is more of a theme set that isnt actually a style of theme deck, where they are spells/traps ready to be dropped into other decks. But after saying that ive thought of another effect for sticky trap, to make it seem like its more "sticky" Thanks for the help [quote name='LiAM' timestamp='1283547636' post='4596110'] Some of the cards do have serious overpowering issues. To start off, the first one is overpowered. It has no cost and can be freely used without hesitation. Try to make cards that are fair and your opponent can use, not just only you can use - this helps you make them fairer. [/quote] Ill think of a way to make them fairer, and change the grimy trap now, I might make it so both players lose all other spell cards in their hand if the card destroyed is a spell card. but I digress. Any thoughts on how to make these cards fairer? Thanks for the Advice Link to comment
NightmarePenguins Posted September 5, 2010 Author Report Share Posted September 5, 2010 Ok... I have revamped the card ideas, and are adding them now.. comment, rate and help with OCG errors please Link to comment
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