Мερhilεs Posted October 18, 2010 Report Share Posted October 18, 2010 [center][color="#800080"][b][IMG]http://i52.tinypic.com/24gr529.png[/IMG] Kuroshitsuji is THE BEST anime EVER. Although, the last 2-3 episodes were weird... So, basically this set is going to revolve around the characters who are tied with Ciel Phantomhive and Sebastian. It might not sound like a lot, but each character has a somewhat dark past with excellent material for card making. Check it out. Anywho, let's jump straight into the cards, shall we? New Cards!![/b] [i]Bardroy, Phantomhive's Soldier Mey-Rin, Phantomhive's Assassin Finnian, Phantomhive's Guardian[/i][/color] [spoiler= Phantomhive Household] [i] [spoiler= Ciel, Phantomhive's Heir] [img]http://img821.imageshack.us/img821/9408/209200pu.jpg[/img] You can Special Summon this removed from play card by paying 1000 Life Points. This card cannot be destroyed by battle while there are 2 or more DARK monsters on the field. While this card is face-up on the field, you can pay 600 Life Points and your opponent must flip 2 face-down Spell or Trap Cards of your choice face-up (their effects are negated while this effect is activated). Your opponent must select one and send it to the Graveyard and flip the other back face-down. If this card would be sent to the Graveyard as the result of a card effect, you can pay 500 Life Points to Tribute this card and Special Summon "Sebastain, Phantomhive's Demon" from your Extra Deck or Graveyard and negate the card effect. [/spoiler] [spoiler= Ciel, Phantomhive's Demon Child] [IMG]http://i52.tinypic.com/j16911.png[/IMG] "Ciel, Phantomhive's Heir" + 1 or more non-Tuner DARK monsters When this card is Summoned, Special Summon "Sebastian, Phantomhive's Butler" from your hand or Graveyard. While this card is face-up on the field, you cannot summon any monsters. When you activate a Trap Card, pay 500 Life Points and the activated Trap Card is Set face-down instead of being sent to the Graveyard (this is not optional). If your opponent Sets a Spell or Trap Card, you can remove 1 card in your hand from play force the activation of the Set card. If the timing of the activation is incorrect, both players take 600 Damage and the activated card is destroyed. [/spoiler] [spoiler= Sebastian, Phantomhive's Butler] [img]http://img826.imageshack.us/img826/3826/209200xs.jpg[/img] You can Special Summon this card while there is a face-up "Phantomhive Mansion" Field Spell Card on the field. This card cannot be destroyed by Battle if you control 3 or more monsters with "Phantomhive" in their card name (one of which must be "Ciel, Phantomhive's Heir, and excluding "Sebastian, Phantomive's Butler). While this card is the only Fiend-Type monster on the entire field, your opponent's Spell and Trap Cards can only target the monster with the lowest Level on the field. [/spoiler] [spoiler= Sebastian, Phantomhive's Demon] [IMG]http://i56.tinypic.com/2lvfj2p.jpg[/IMG] "Sebastian, Phantomhive's Butler" + 1 or more non-tuner DARK monsters This card can only be Special Summoned with the effect of "Ciel, Phantomhive's Heir", or by Tributing 2 Level 8 or higher monsters and destroying all Spell and Trap Cards on your side of the field. Starting from the Standby Phase of the turn after this card is Summoned, all DARK monsters that are Level 6 or lower can be Normal Summoned without Tributes. When a player activates this effect, they must declare a card type (Monster, Spell or Trap Card) and activate the appropriate effect: -If the player's opponent has the declared card type in their hand, the player who declared it's opponent must remove 2 cards from the top of their Deck from play. -If the player's opponent does not have the declared card type in their hand, the monster that would be Summoned is removed from play, and the Summoner takes damage equal to the ATK of the removed monster. [/spoiler] [spoiler= Bardroy, Phantomhive's Chef] [img]http://img705.imageshack.us/img705/7203/209200j.jpg[/img] Once per turn, when an opponent Tribute Summons a monster, you can flip a coin and apply the following effect: HEADS- Decrease the ATK and DEF of this card by 600 and negate the Tribute Summon. TAILS- Destroy this card and send the monster that would be Tribute Summoned to the Graveyard and Special Summon it to your opponent's side of the field during their End Phase. [/spoiler] [spoiler= Bardroy, Phantomhive's Soldier] [img]http://img836.imageshack.us/img836/2872/209200qd.jpg[/img] "Bardroy, Phantomhive's Chef" + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can destroy a Level 6 or higher monster you control to destroy a Level 6 or lower monster on your opponent's side of the field. If there is a face-up "Phantomhive Mansion" Field Spell Card on the field, this card gains 200 ATK while battling Effect Monsters. If "Phantomhive Mansion" would be sent to the Graveyard by a card effect, you can halve the ATK of this card to negate that effect. [/spoiler] [spoiler= Mey-Rin, Phantomhive's Maid] [img]http://img834.imageshack.us/img834/3315/209200l.jpg[/img] When this card attacks a monster that is 2 or more Levels higher than this card, roll a 6-sided die: -If the result is 4 or higher, the attack taget is destroyed and you take damage equal to half the combined DEF of the monsters involved. -If the result is 3 or lower, the attack target's ATK is halved, and this card is destroyed. Your opponent skips their next Draw Phase. [/spoiler] [spoiler= Mey-Rin, Phantomhive's Assassin] [img]http://img836.imageshack.us/img836/3662/209200s.jpg[/img] "Mey-Rin, Phantomhive's Maid" + 1 or more non-Tuner monsters You can pay 600 Life Points to halve this card's ATK and deal Direct Damage to your opponent until the End Phase. While there is a face-up "Phantomhive Mansion" Field Spell Card on the field, this card inflicts double Battle Damage to your opponent when battling monsters with the same Level as this card. If "Ciel, Phantomhive's Heir" or "Sebastian, Phantomhive's Butler" is face-up on the field, you can Tribute this card to destroy all cards in your opponent Spell and Trap Card Zones. [/spoiler] [spoiler= Finnian, Phantomhive's Gardener] [img]http://img838.imageshack.us/img838/4931/209200y.jpg[/img] This card cannot be destroyed by battle. When this card destroys an opponent's monster by battle, it is switched to Defense Postion. You cannot change this card's Battle Position the turn after this effect is activated. If "Phantomhive Mansion" is face-up on the field, you can destroy it to increase the ATK of this card by 300 points. During the End Phase of the turn you activated this effect, destroy this card. [/spoiler] [spoiler= Finnian, Phantomhive's Guardian] [img]http://img842.imageshack.us/img842/9018/209200z.jpg[/img] "Finnian, Phantomhive's Guardian" + 1 or more non-Tuner monsters This card cannot be destroyed by card effects. Each time this card inflicts Battle Damage to your opponent during your Battle Phase, decrease it's ATK by 300. As long as there is a face-up "Phantomhive Mansion" Field Spell Card on the field, your opponent's monsters can only select this card as an attack target. When this card is destroyed by battle, Special Summon it to your side of the field during the End Phase of the turn it is destroyed with 1900 ATK and 0 DEF. [/spoiler] [spoiler= Phantomhive Mansion] [img]http://img841.imageshack.us/img841/4908/209200bn.jpg[/img] All monsters with "Phantomhive" in their names gain 200 ATK and 350 DEF. Once every 2 turns, you can Tribute 1 monster on your side of the field to Special Summon a monster from your Graveyard with exactly 1 more Level than the Tributed monster. During the turn after this effect is activated, you cannot Summon any monsters or activate Spell Cards. When a Fiend-Type monster is Summoned, it gains 50 ATK and its Level is increased by 1 until the second End Phase after the turn it is Summoned. [/spoiler] [spoiler= Faustian Demon Contract] [img]http://img844.imageshack.us/img844/1008/209200zm.jpg[/img] Select 2 DARK non Fiend-Type monsters you control. Both monsters are treated as Fiend-Type and gain 50 ATK. Place 1 Contract Counter on each of the selected monsters. Once per turn, you can decrease the ATK and DEF of the selected monsters by 250 points to inflict half their combined ATK to both players as Effect Damage. While both monsters are in the same Battle Position, Battle Damage inflicted to you by battles involving those cards is halved. When a monster with a Contract Counter is destroyed, send this card and all monsters with Contract Counters on them to the Graveyard and inflict damage to your opponent's Life Points equal to the original ATK of the destroyed monster. [/spoiler] [spoiler= This is an Order!] [img]http://img822.imageshack.us/img822/7936/209200w.jpg[/img] This card can only be equipped to a monster with a Contract Counter on it. The equipped monster cannot be targeted by the effects of your opponent's Spell or Trap Cards. When the equipped monster attacks a monster on your opponent's side of the field with an ATK of 500 points or more less than the ATK of the equipped monster, your opponent takes an extra 600 damage during the Damage Step. You can pay 1000 Life Points and destroy this card during your opponent's Battle Phase to negate the attack of an opponent's monster that targets the equipped monster. [/i] [/spoiler] [/spoiler] [/center] Link to comment Share on other sites More sharing options...
Nightmare Moon Posted October 18, 2010 Report Share Posted October 18, 2010 Hi Ander, nice set you're working with. I'm especially liking the name "Master and his Demon". Totally suits the relationship between Sebastian and Ciel, I'm looking forward to seeing more of 'em. ^^ Link to comment Share on other sites More sharing options...
Мερhilεs Posted October 18, 2010 Author Report Share Posted October 18, 2010 [color="#800080"][b][center][IMG]http://i54.tinypic.com/mmeohg.png[/IMG] Thanks Lauren!! Tell me though, is the pic for Demon Ciel okay? I was thinking I should change it... but... you never know.[/center][/b][/color] Link to comment Share on other sites More sharing options...
Nightmare Moon Posted October 18, 2010 Report Share Posted October 18, 2010 It's scary. I love it. I say keep it. Link to comment Share on other sites More sharing options...
Мερhilεs Posted October 19, 2010 Author Report Share Posted October 19, 2010 [color="#800080"][b][center]Thanks again! Added new Cards: Bardroy, Mey-Rin and Finnian, Ciel's idiot servants. They are quite funny, though.[/center][/b][/color] Link to comment Share on other sites More sharing options...
RedRecker Posted October 19, 2010 Report Share Posted October 19, 2010 Hello, just got to say, I've never seen this anime you mention before but these card look really interesting. Had a good look through them and there are some points I want to mention about each of them. Just some questions, comments and my own opinion on them and what-not. 1. Mansion. I like this card. As far as I can tell, it seems to work fine as a card. The effect is unique and interesting and at the same time it hasn't gone too far in terms of its strength or slight weirdness. However, I have just one question with regards to the turns. Is that effect intended to involve just your turns or both player turns? I'm pretty sure if you intend for it to be just your player turns then you would need to state that in some way in the effect. Final Countdown, for example, just says "turns" and includes the turns of both players. Similarly with the End Phases, is that meant to be just your End Phases or the End Phases of both players? If just yours you would similarly need to state so. 2. Butler. It is good. I like this one too. Only thing I would possibly edit slightly is the second sentence. This card cannot be destroyed by battle if you control 3 or more monsters with "Phantomhive" in [b]their card[/b] name (one of which must be "Ciel Phantomhive, and excluding "Sebastian, Phantomive's Butler"). Lastly, just a question about the last effect. Are you intending to mean the only Fiend on the field, or the only Fiend on your side of the field? Either is fine, it's just if you intended it to mean the only Fiend on your side you would need to say so in the effect. I just want to make sure. 3. Demon. Again good. I was wondering, are you going to make/add a card called "Ciel Phantomhive" because there is no card in your set yet with that exact name. To be honest I'm not sure why the Special Summon effect is in there. It's a Synchro Monster after all and has it's own way of being summoned. Unless you mean it can be Special Summoned under some condition (like being in the Graveyard for example). In which case you would need to state so. Also, just noticed this; if he is going to be a synchro then the Butler needs to be changed to a Tuner monster. Otherwise this can't work. His effect is very nasty. I at first thought it was overpowered but then I realised your opponent can use it too. Still, the first part allows you to summon a monster, remove 2 cards from the top of their deck AND stop them from summoning next turn. That's a bit too nasty in my opinion. I'd personally take out the no summoning part. 4. Heir I would re-word the effect about the Trap Cards. There are cards in Yugioh with effects like that and they might say [b]While this card is face-up on the field, you can activate Trap Cards from your hand by paying 500 Life Points.[/b] Something like that might fit better. The last effect just confuses me. The "Destroy this card if it would be destroyed by an opponent's monster" bit; I just don't get what you're trying to say. Also change the Draw Phase to the Standby Phase. The Draw Phase is for Drawing, nothing else. 5. Demon Child I would just re-word some bits of this one. Second sentence make it; While this card is face-up on the field, [b]you cannot Summon any monsters.[/b] For the third part, I would personally increase the Life Point cost a bit, maybe to 700 but that's entirely up to you. Last effect, another slight change; If your opponent Sets a Spell or Trap Card, remove 1 card in your hand from play to [b]force the activation[/b] of the Set card. Also keep in mind you've made this effect compulsory. I would personally have made it optional cause otherwise he might end up removing your whole hand from play in no time. All in all, a good card. Best so far in my opinion. 6. Contract This one is fine in terms of it's effect. I would suggest some changes in the text though to something like; Select 2 DARK non Fiend-Type monsters you control. Both monsters [b]are treated as[/b] Fiend-Type and gain 50 ATK. Place 1 Contract Counter on [b]each of[/b] the selected monsters. Once per turn, you can decrease the ATK and DEF of the [b]selected[/b] monsters by 250 [b]points to[/b] inflict half their combined ATK to both players as Effect Damage. While both monsters are in the same Battle Position, Battle Damage inflicted to you by battles involving those cards is halved. When a monster with a Contract Counter is destroyed, [b] send this card and all monsters with Contract Counters on them to the Graveyard and inflict damage to your opponent's Life Points equal to the original ATK of the destroyed monster.[/b] 7. Order Again, just a slight re-wording in my opinion. This card can only be equipped to a monster with a Contract Counter on it. The equipped monster cannot be [b]targeted by the effects of[/b] your opponent's Spell or Trap Cards. When the equipped monster attacks a monster on your opponent's side of the field with an [b]ATK of 500 points or more less than the ATK of the equipped monster,[/b] your opponent takes an extra 600 damage during the Damage Step. You can pay 1000 Life Points [b]and[/b] destroy this card during your opponent's Battle Phase[b] to negate the attack of an opponent's monster that targets the equipped monster.[/b] 8. Chef Just add a bit to the first line; Once per turn, when an opponent Tribute Summons a monster, you can flip a coin and apply the following effect: Also, personally, I don't know how necessary the new lines for the effects are. I think it makes it look a bit messy and I would have it all in one block of text. But whether or not you change that is really up to you. Oh, lastly, with the Special Summon effect. Where do you Special Summon it to? Your side or your opponent's? At the moment I would assume your opponent's but with an effect like that I think it's never a bad idea to say which anyways. 9. Maid A couple of typos here that I can spot (but hey, don't sweat it too much, I make typos all the time). There is [b]target[/b] in the first effect and [b]opponent's[/b] in the second. The effect is a bit wierd but as far as I can tell it works so I can't really pick too much more at it. Technically it would be wrong to say Battle Damage in the first effect, seeing as there is technically no battle as the card is destroyed by an effect and not by battle but I understand what happens regardless. 10. Gardener [b]Destroyed[/b] in the first line. [b]Defense[/b] in the second. Other than that just need to re-word the last bit about ti being destroyed. At the moment it reads more like the card is destroyed right after the effect is activated although I'm sure you mean to destroy it during the End Phase. So I would say: If "Phantomhive Mansion" is face-up on the field, you can destroy it [b]to increase the ATK of this card by 300 points. During the End Phase of the turn you activated this effect, destroy this card.[/b] Now my reply may seem critical and long winded (and I guess it is) but I think these are great cards. Feel free to pick and choose with regards to my comments. These are your cards after all and you show quite clearly that you know how to make them really well. The thought you've put in to making the effects interesting and unique is very clear and I would very much like to see more of it; both here and in the forum in general. I hope some of what I've said is helpful or at the least interesting feedback. Keep up the good work. Link to comment Share on other sites More sharing options...
Мερhilεs Posted October 19, 2010 Author Report Share Posted October 19, 2010 [center] [quote name='RedRecker' timestamp='1287498466' post='4717577'] Hello, just got to say, I've never seen this anime you mention before but these card look really interesting. Had a good look through them and there are some points I want to mention about each of them. Just some questions, comments and my own opinion on them and what-not. 1. Mansion. I like this card. As far as I can tell, it seems to work fine as a card. The effect is unique and interesting and at the same time it hasn't gone too far in terms of its strength or slight weirdness. However, I have just one question with regards to the turns. Is that effect intended to involve just your turns or both player turns? I'm pretty sure if you intend for it to be just your player turns then you would need to state that in some way in the effect. Final Countdown, for example, just says "turns" and includes the turns of both players. Similarly with the End Phases, is that meant to be just your End Phases or the End Phases of both players? If just yours you would similarly need to state so. 2. Butler. It is good. I like this one too. Only thing I would possibly edit slightly is the second sentence. This card cannot be destroyed by battle if you control 3 or more monsters with "Phantomhive" in [b]their card[/b] name (one of which must be "Ciel Phantomhive, and excluding "Sebastian, Phantomive's Butler"). Lastly, just a question about the last effect. Are you intending to mean the only Fiend on the field, or the only Fiend on your side of the field? Either is fine, it's just if you intended it to mean the only Fiend on your side you would need to say so in the effect. I just want to make sure. 3. Demon. Again good. I was wondering, are you going to make/add a card called "Ciel Phantomhive" because there is no card in your set yet with that exact name. To be honest I'm not sure why the Special Summon effect is in there. It's a Synchro Monster after all and has it's own way of being summoned. Unless you mean it can be Special Summoned under some condition (like being in the Graveyard for example). In which case you would need to state so. Also, just noticed this; if he is going to be a synchro then the Butler needs to be changed to a Tuner monster. Otherwise this can't work. His effect is very nasty. I at first thought it was overpowered but then I realised your opponent can use it too. Still, the first part allows you to summon a monster, remove 2 cards from the top of their deck AND stop them from summoning next turn. That's a bit too nasty in my opinion. I'd personally take out the no summoning part. 4. Heir I would re-word the effect about the Trap Cards. There are cards in Yugioh with effects like that and they might say [b]While this card is face-up on the field, you can activate Trap Cards from your hand by paying 500 Life Points.[/b] Something like that might fit better. The last effect just confuses me. The "Destroy this card if it would be destroyed by an opponent's monster" bit; I just don't get what you're trying to say. Also change the Draw Phase to the Standby Phase. The Draw Phase is for Drawing, nothing else. 5. Demon Child I would just re-word some bits of this one. Second sentence make it; While this card is face-up on the field, [b]you cannot Summon any monsters.[/b] For the third part, I would personally increase the Life Point cost a bit, maybe to 700 but that's entirely up to you. Last effect, another slight change; If your opponent Sets a Spell or Trap Card, remove 1 card in your hand from play to [b]force the activation[/b] of the Set card. Also keep in mind you've made this effect compulsory. I would personally have made it optional cause otherwise he might end up removing your whole hand from play in no time. All in all, a good card. Best so far in my opinion. 6. Contract This one is fine in terms of it's effect. I would suggest some changes in the text though to something like; Select 2 DARK non Fiend-Type monsters you control. Both monsters [b]are treated as[/b] Fiend-Type and gain 50 ATK. Place 1 Contract Counter on [b]each of[/b] the selected monsters. Once per turn, you can decrease the ATK and DEF of the [b]selected[/b] monsters by 250 [b]points to[/b] inflict half their combined ATK to both players as Effect Damage. While both monsters are in the same Battle Position, Battle Damage inflicted to you by battles involving those cards is halved. When a monster with a Contract Counter is destroyed, [b] send this card and all monsters with Contract Counters on them to the Graveyard and inflict damage to your opponent's Life Points equal to the original ATK of the destroyed monster.[/b] 7. Order Again, just a slight re-wording in my opinion. This card can only be equipped to a monster with a Contract Counter on it. The equipped monster cannot be [b]targeted by the effects of[/b] your opponent's Spell or Trap Cards. When the equipped monster attacks a monster on your opponent's side of the field with an [b]ATK of 500 points or more less than the ATK of the equipped monster,[/b] your opponent takes an extra 600 damage during the Damage Step. You can pay 1000 Life Points [b]and[/b] destroy this card during your opponent's Battle Phase[b] to negate the attack of an opponent's monster that targets the equipped monster.[/b] 8. Chef Just add a bit to the first line; Once per turn, when an opponent Tribute Summons a monster, you can flip a coin and apply the following effect: Also, personally, I don't know how necessary the new lines for the effects are. I think it makes it look a bit messy and I would have it all in one block of text. But whether or not you change that is really up to you. Oh, lastly, with the Special Summon effect. Where do you Special Summon it to? Your side or your opponent's? At the moment I would assume your opponent's but with an effect like that I think it's never a bad idea to say which anyways. 9. Maid A couple of typos here that I can spot (but hey, don't sweat it too much, I make typos all the time). There is [b]target[/b] in the first effect and [b]opponent's[/b] in the second. The effect is a bit wierd but as far as I can tell it works so I can't really pick too much more at it. Technically it would be wrong to say Battle Damage in the first effect, seeing as there is technically no battle as the card is destroyed by an effect and not by battle but I understand what happens regardless. 10. Gardener [b]Destroyed[/b] in the first line. [b]Defense[/b] in the second. Other than that just need to re-word the last bit about ti being destroyed. At the moment it reads more like the card is destroyed right after the effect is activated although I'm sure you mean to destroy it during the End Phase. So I would say: If "Phantomhive Mansion" is face-up on the field, you can destroy it [b]to increase the ATK of this card by 300 points. During the End Phase of the turn you activated this effect, destroy this card.[/b] Now my reply may seem critical and long winded (and I guess it is) but I think these are great cards. Feel free to pick and choose with regards to my comments. These are your cards after all and you show quite clearly that you know how to make them really well. The thought you've put in to making the effects interesting and unique is very clear and I would very much like to see more of it; both here and in the forum in general. I hope some of what I've said is helpful or at the least interesting feedback. Keep up the good work. [/quote] [color="#800080"][b]Thank you very much for your comments, they are greatly appreciated! ^^ I'll be sure to run through my cards and specify/remove the neccessary components. Thanks a lot, again. And yes, the anime is very interesting. I highly reccomend it.[/b][/color][/center] Link to comment Share on other sites More sharing options...
RedRecker Posted October 20, 2010 Report Share Posted October 20, 2010 I see you've change the Heir's effect pretty much entirely. I have to say it looks much better than before. The only thing I would pick it now is the last effect. Ok, the activation does require a card effect to send him to the Graveyard but the problem I have is that it could be your own card and then all you would have to do is pay 500 to get a pretty strong monster on the field. So, I'd say change it to either need an opponent's card effect OR increase the Life Point cost to around 800-1000. Or do nothing, in the end it's up to you. Link to comment Share on other sites More sharing options...
Мερhilεs Posted October 20, 2010 Author Report Share Posted October 20, 2010 [color="#800080"][center][b]I see. Yeah, I hadn't thought of that... O.o That could end up being too strong if left as-is. I could easily destroy it myself, not my opponent and then bring out Demon. You're right, I'll brush up on that. I'm for stopping the opponent from trying to destroy it with card effects, personally. If there are 2 other DARK monsters on the field, Heir can't be destroyed by Battle, and the opponent can only get rid of him with a Spell or Trap Card. But considering Heir's second effect, they would be reluctant to do that. Their only choices remaining would be [/b][i]1) Leave it on the field and hope I don't activate his other effect making him send their own face-down Spells/Traps to the Graveyard.[/i] [b]OR[/b] [i]2) Instead take out the other DARK monsters, and as soon as there's less than 2 total on the field, then destroy him by battle.[/i] [b]Like being backed into a corner with no option but to smash through the wall behind you.[/b][/center][/color] Link to comment Share on other sites More sharing options...
Мερhilεs Posted October 21, 2010 Author Report Share Posted October 21, 2010 [color="#800080"][b][center]New cards added. Find their names in the first post.[/center][/b][/color] Link to comment Share on other sites More sharing options...
Мερhilεs Posted October 22, 2010 Author Report Share Posted October 22, 2010 [color="#800080"][b][center]Is no one else going to comment on this? I mean seriously, I'm feeling so unloved.[/center][/b][/color] Link to comment Share on other sites More sharing options...
Мερhilεs Posted October 23, 2010 Author Report Share Posted October 23, 2010 [color="#800080"][b][center]Bumpity bumpump, bump bump.[/center][/b][/color] Link to comment Share on other sites More sharing options...
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