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In question on speed i meant the general game speed, as in are you looking to get our game like todays TCG game very quick as in duels are usually decided quickly or are you looking for a more slow start on which we can build speed as we move along.?

 

Oh and now the 15 per person rule is gone, is it 1st come 1st serve?

 

Anyway here are few cards of mine (Including my Gallant Warrior Archetype, which includes Vanillas hence why i asked can they be included and just some random cards)

 

[spoiler=cards]|Gallant Warrior - Heath|1|VMDM|Warrior|LIGHT|4||1800|1600|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as H.|

 

|Gallant Warrior - Oren|2|VMDM|Warrior|Light|4||1400|2000|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as O.|

 

|Gallant Warrior - Pierre|3|VMDM|Warrior|LIGHT|4||1900|1000|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as P.|

 

|Gallant Warrior - Ethan|4|VMDM|Warrior|Light|3||1200|1200|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as E.|

 

|Gallant Flag|5|VMDM|Spell Card|Spell||Equip|||This card can only be Equipped to a "Gallant Warrior" monster. The equipped monster gains 400 ATK and DEF.|

 

|Call for Gallant Hope|6|VMDM|Spell Card|Spell|||||This card can only be activated when you control 1 of each of the following cards, "Gallant Warrior - Heath", "Gallant Warrior - Oren", "Gallant Warrior - Pierre" and "Gallant Warrior - Ethan". Remove from play those 4 cards to Special Summon 1 "Gallant Warrior - Ultimate H.O.P.E" from your hand or Deck.|

 

|Gallant Rush|7|VMDM|Spell Card|Spell|||||This card can only be activated if there is a face-up "Gallant Warrior" on your side of the field. Special Summon 1 "Gallant Warrior" with a different name to your side of the field, from your hand or Deck.|

 

|Gallant Warrior - Ultimate H.O.P.E|8|VMDM|Warrior/Effect|LIGHT|8||4000|2800|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Call for Gallant Hope". When this card is Summoned destroy every other face-up card on the field. This card inflicts Piercing Damage.|

 

|Gallant Warrior - Tiberius|9|VMDM|Warrior/Tuner/Effect|LIGHT|3||1000|1000|When this card is sent to the Graveyard, you can discard 2 cards to add it back to the Deck. The Deck is then shuffled.|

 

|Kingdom of Hope|10|VMDM|Spell Card|Spell||Field|||Increase the attack of all "Gallant Warrior" monsters by 200.|

 

|King Arminius|11|VMDM|Warrior/Synchro/Effect|LIGHT|7||2300|2300| "Gallant Warrior - Tiberius + 1 or more non-Tuner monsters Once per turn, pay 500 life points to activate 1 of the following effects: ? Destroy 1 card on the field. ? Inflict 200 damage for each card your opponent controls.| (Question marks are there because yvd cant read certain marks so it changes them, or cant see if you move on to next line e.t.c just in case u didn't know)

 

|Gallant Steed|12|VMDM|Beast/Effect|LIGHT|3||1500|1000|When this card is destroyed by battle and sent to the Graveyard, add 1 "Gallant Warrior" monster to your hand from the Deck.|

 

|Gallant Warrior Mortimer|13|VMDM|Warrior/Fusion|LIGHT|7||2500|1800|Any 2 Normal "Gallant Warrior" monsters.|

 

|Gallant Horseman|14|VMDM|Warrior/Fusion|LIGHT|7||2650|2100|Any Level 4 Normal "Gallant Warrior" + "Gallant Steed"|

 

|Stopping the Inevitable|15|VMDM|Trap Card|Trap|||||Activate when your Life Points are below 2000. Draw 2 cards, skip your next draw phase.|

 

|Aquatic Vermin|16|VMDM|Aqua/Effect|WATER|2||800|1300|When this card is destroyed you can choose 1 Normal monster from your Deck and add it to your hand.| (This card is a support card for another set of my cards, but i wont add them yet, but for now it helps the Gallant Warriors)

 

|Wizards Eagle|17|VMDM|Winged Beast/Effect|WIND|3||1500|1300| When this card is destroyed by battle, you can remove it from play to draw 2 cards and then discard 1 card from your hand.|

 

|King of the Genies|18|VMDM|Spellcaster/Effect|DARK|4||1800|1200| This card can attack your opponent directly if they control no face-down cards, if you do, this cards ATK is halved until the End Phase.|

 

|Djinn - Lord of the Sky|19|VMDM|Spellcaster/Fusion/Effect|WIND|7||2700|2200|"Wizards Eagle" + "King of the Genies" This card cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned successfully return 1 card on the field to its owners hand. Once per turn, when this card inflicts Battle Damage to your opponent, you can pay Life Points equal to the amount of damage this card inflicted to have this card attack again.| (Just a random fusion of 2 previous cards)

 

|Eye for an Eye|20|VMDM|Spell Card|Spell|||||Discard 1 card, add 1 monster in the Graveyard back to your hand.| (I realize how this can be abused, so maybe change it to a trap card if you think it would suit better)

 

|Prototype Destructor|21|VMDM|Machine/Tuner/Effect|DARK|2||800|600|Once per turn, you can pay 500 points to increase this cards Level by 1 and increase its ATK by 400. Pay 1000 points to destroy all face-up monsters on the field with a lower Level then this card. If you activate this effect this card is returned to its original Level and ATK.|

 

|Cartayus the Rising Brute|22|VMDM|Fiend/Synchro/Effect|DARK|8||2800|2300|1 Tuner + 1 or more non-Tuner monsters If this card battles with a LIGHT monster, increase its ATK by 400 during the Damage Step only. Once per turn, if your opponent controls 2 or more monsters you can Special Summon 1 Level 4 or lower non-Tuner Fiend-Type monster until the End Phase if you use this effect decrease this cards ATK by 200.|

 

|Pentarch Paladin|23|VMDM|Warrior/Synchro/Effect|LIGHT|7||2200|2000|1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can discard your entire hand to Special Summon 1 Warrior-Type monster with a Level equal to the amount of cards discarded. This card cannot be selected as an attack target if it is the only card you control.|

 

|Playboard Knight|24|VMDM|Warrior/Fusion/Effect|DARK|7||2100|2400|1 Warrior-Type monster + 1 DARK monster This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can change the Battle Position of 1 monster on the field.(If a card is flipped face up, any Flip Effects are negated.) If this card is selected as an attack target you can reveal 2 face-down cards you control to negate the attack. When this card is destroyed and sent to the Graveyard, change the Battle Positions of every monster on the field (If a card is flipped face up, any Flip Effects are negated.) and they cannot change their positions for 3 turns.|

 

|Warrior of the Shadows|25|VMDM|Warrior/Effect|DARK|4||1700|1000|As long as this card remains face-up on the field, negate the effects of all Flip Effect Monsters your opponent controls.|

 

|Venomiscus, Plant Dwelling Snake|26|VMDM|Reptile/Effect|EARTH|4||1700|1000|This card is also treated as a Plant-Type monster. Once per turn, if this card is selected as an attack target, you can discard 2 cards from your hand to negate the attack. Once per turn, inflict 100 points of damage to your opponent for every card in there hand. If your opponent draws a card(s) outside of there Draw Phase, you can pay 500 points per card to place the card(s) at the bottom of the Deck.|

 

|Great Falcon|27|VMDM|Winged Beast/Effect|WIND|6||1900|1700|This card can attack your opponent directly. When this card is equipped with an Equip Spell Card, destroy all Spell and Trap cards your opponent controls. When this card is targeted by the effect of an Effect monster, send this card to the Graveyard and inflict damage to your opponent x800 for each Effect monster on the field.|

 

|Jive Digger|28|VMDM|Rock/Effect|EARTH|2||350|1200|FLIP: Inflict 800 damage to your opponent and destroy 1 face-down card your opponent controls.|

 

|Smash and Grab|29|VMDM|Trap Card|Trap||Counter|||Activate this card when your opponent destroys a monster you control, remove that card from play to destroy 1 card your opponent controls and add 1 card in your Graveyard to your Deck.|

 

|Magnus the Axe Wielder|30|VMDM|Fiend/Effect|DARK|3||800|1200|This card cannot be destroyed by battle.(Damage calculation is applied normally). When this card is attacked by a Level 5 or higher monster switch this card into face-up Attack Position.|

 

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|Gallant Warrior - Heath|1|VMDM|Warrior|LIGHT|4||1800|1600|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as H.|

 

|Gallant Warrior - Oren|2|VMDM|Warrior|Light|4||1400|2000|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as O.|

 

|Gallant Warrior - Pierre|3|VMDM|Warrior|LIGHT|4||1900|1000|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as P.|

 

|Gallant Warrior - Ethan|4|VMDM|Warrior|Light|3||1200|1200|This warrior is one of the four Gallant Warriors who were founded by King Arminius to stop the threat of evil in the kingdom of hope. He is known also as E.|

 

The Vanillas are all ok.

 

|Gallant Flag|5|VMDM|Spell Card|Spell||Equip|||This card can only be Equipped to a "Gallant Warrior" monster. The equipped monster gains 400 ATK and DEF.|

 

UP

 

|Call for Gallant Hope|6|VMDM|Spell Card|Spell|||||This card can only be activated when you control 1 of each of the following cards, "Gallant Warrior - Heath", "Gallant Warrior - Oren", "Gallant Warrior - Pierre" and "Gallant Warrior - Ethan". Remove from play those 4 cards to Special Summon 1 "Gallant Warrior - Ultimate H.O.P.E" from your hand or Deck.|

 

Let's take a look at this Ultimate Hope...

 

|Gallant Rush|7|VMDM|Spell Card|Spell|||||This card can only be activated if there is a face-up "Gallant Warrior" on your side of the field. Special Summon 1 "Gallant Warrior" with a different name to your side of the field, from your hand or Deck.|

 

cool

 

|Gallant Warrior - Ultimate H.O.P.E|8|VMDM|Warrior/Effect|LIGHT|8||4000|2800|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Call for Gallant Hope". When this card is Summoned destroy every other face-up card on the field. This card inflicts Piercing Damage.|

 

Ok, I guess... not sure about this one though.

 

|Gallant Warrior - Tiberius|9|VMDM|Warrior/Tuner/Effect|LIGHT|3||1000|1000|When this card is sent to the Graveyard, you can discard 2 cards to add it back to the Deck. The Deck is then shuffled.|

 

At least it's Tuner...

 

|Kingdom of Hope|10|VMDM|Spell Card|Spell||Field|||Increase the attack of all "Gallant Warrior" monsters by 200.|

 

Also UP.

 

|King Arminius|11|VMDM|Warrior/Synchro/Effect|LIGHT|7||2300|2300| "Gallant Warrior - Tiberius + 1 or more non-Tuner monsters Once per turn, pay 500 life points to activate 1 of the following effects: ? Destroy 1 card on the field. ? Inflict 200 damage for each card your opponent controls.| (Question marks are there because yvd cant read certain marks so it changes them, or cant see if you move on to next line e.t.c just in case u didn't know)

 

Ok I guess.

 

|Gallant Steed|12|VMDM|Beast/Effect|LIGHT|3||1500|1000|When this card is destroyed by battle and sent to the Graveyard, add 1 "Gallant Warrior" monster to your hand from the Deck.|

|Gallant Warrior Mortimer|13|VMDM|Warrior/Fusion|LIGHT|7||2500|1800|Any 2 Normal "Gallant Warrior" monsters.|

 

|Gallant Horseman|14|VMDM|Warrior/Fusion|LIGHT|7||2650|2100|Any Level 4 Normal "Gallant Warrior" + "Gallant Steed"|

Since we don't have Polymerisation or a Miracle Fusion like card, fusions are not accepted yet. So we don't need Gallant Steed.

 

|Stopping the Inevitable|15|VMDM|Trap Card|Trap|||||Activate when your Life Points are below 2000. Draw 2 cards, skip your next draw phase.|

 

meh..

 

|Aquatic Vermin|16|VMDM|Aqua/Effect|WATER|2||800|1300|When this card is destroyed you can choose 1 Normal monster from your Deck and add it to your hand.| (This card is a support card for another set of my cards, but i wont add them yet, but for now it helps the Gallant Warriors)

 

Same as Gallant Steed?

 

|Wizards Eagle|17|VMDM|Winged Beast/Effect|WIND|3||1500|1300| When this card is destroyed by battle, you can remove it from play to draw 2 cards and then discard 1 card from your hand.|

 

Nice

 

|King of the Genies|18|VMDM|Spellcaster/Effect|DARK|4||1800|1200| This card can attack your opponent directly if they control no face-down cards, if you do, this cards ATK is halved until the End Phase.|

meh

 

|Djinn - Lord of the Sky|19|VMDM|Spellcaster/Fusion/Effect|WIND|7||2700|2200|"Wizards Eagle" + "King of the Genies" This card cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned successfully return 1 card on the field to its owners hand. Once per turn, when this card inflicts Battle Damage to your opponent, you can pay Life Points equal to the amount of damage this card inflicted to have this card attack again.| (Just a random fusion of 2 previous cards)

Same as Gallant Horseman

 

|Eye for an Eye|20|VMDM|Spell Card|Spell|||||Discard 1 card, add 1 monster in the Graveyard back to your hand.| (I realize how this can be abused, so maybe change it to a trap card if you think it would suit better)

It's Monster Reincarnation with another name.. So not OP

|Prototype Destructor|21|VMDM|Machine/Tuner/Effect|DARK|2||800|600|Once per turn, you can pay 500 points to increase this cards Level by 1 and increase its ATK by 400. Pay 1000 points to destroy all face-up monsters on the field with a lower Level then this card. If you activate this effect this card is returned to its original Level and ATK.|

 

Nice

 

|Cartayus the Rising Brute|22|VMDM|Fiend/Synchro/Effect|DARK|8||2800|2300|1 Tuner + 1 or more non-Tuner monsters If this card battles with a LIGHT monster, increase its ATK by 400 during the Damage Step only. Once per turn, if your opponent controls 2 or more monsters you can Special Summon 1 Level 4 or lower non-Tuner Fiend-Type monster until the End Phase if you use this effect decrease this cards ATK by 200.|

Random Fiend support

 

|Pentarch Paladin|23|VMDM|Warrior/Synchro/Effect|LIGHT|7||2200|2000|1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can discard your entire hand to Special Summon 1 Warrior-Type monster with a Level equal to the amount of cards discarded. This card cannot be selected as an attack target if it is the only card you control.|

Random Type support again..

 

|Playboard Knight|24|VMDM|Warrior/Fusion/Effect|DARK|7||2100|2400|1 Warrior-Type monster + 1 DARK monster This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can change the Battle Position of 1 monster on the field.(If a card is flipped face up, any Flip Effects are negated.) If this card is selected as an attack target you can reveal 2 face-down cards you control to negate the attack. When this card is destroyed and sent to the Graveyard, change the Battle Positions of every monster on the field (If a card is flipped face up, any Flip Effects are negated.) and they cannot change their positions for 3 turns.|

 

|Warrior of the Shadows|25|VMDM|Warrior/Effect|DARK|4||1700|1000|As long as this card remains face-up on the field, negate the effects of all Flip Effect Monsters your opponent controls.|

 

Till now, useless, as we don't have more than 2 FLIP monsters.

 

|Venomiscus, Plant Dwelling Snake|26|VMDM|Reptile/Effect|EARTH|4||1700|1000|This card is also treated as a Plant-Type monster. Once per turn, if this card is selected as an attack target, you can discard 2 cards from your hand to negate the attack. Once per turn, inflict 100 points of damage to your opponent for every card in there hand. If your opponent draws a card(s) outside of there Draw Phase, you can pay 500 points per card to place the card(s) at the bottom of the Deck.|

 

ok I guess...

 

|Great Falcon|27|VMDM|Winged Beast/Effect|WIND|6||1900|1700|This card can attack your opponent directly. When this card is equipped with an Equip Spell Card, destroy all Spell and Trap cards your opponent controls. When this card is targeted by the effect of an Effect monster, send this card to the Graveyard and inflict damage to your opponent x800 for each Effect monster on the field.|

 

LOL? Because we have lots of Equip Spell support, this card could get too powerful IMO

 

|Jive Digger|28|VMDM|Rock/Effect|EARTH|2||350|1200|FLIP: Inflict 800 damage to your opponent and destroy 1 face-down card your opponent controls.|

 

Cool

 

|Smash and Grab|29|VMDM|Trap Card|Trap||Counter|||Activate this card when your opponent destroys a monster you control, remove that card from play to destroy 1 card your opponent controls and add 1 card in your Graveyard to your Deck.|

 

Nice

 

|Magnus the Axe Wielder|30|VMDM|Fiend/Effect|DARK|3||800|1200|This card cannot be destroyed by battle.(Damage calculation is applied normally). When this card is attacked by a Level 5 or higher monster switch this card into face-up Attack Position.|

 

Bad.

 

 

 

Ok, exactly 18 cards.

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HP I respect all your decisions on my cards, but that is kinda what i meant as in speed of game early on, it seems as if we are edging towards a quick game to start off with, hence a speed that will just get out of hand quickly seeing more and more broken combo's to begin with.

 

I have a suggestion some may not like - perhaps we don't add synchro's or tuners to the game yet to try build a base 1st before adding that kind of speed to the game. Maybe we should also make a Special set to be released with 1st one to at least add a card like Polymerization to allow Fusions, or they may never see play and other needed staple cards. Just a suggestion.

 

Perhaps fusion card like this

 

|Ultimate Fusion|0|VMDM|Spell Card|Spell|||||Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Extra Deck. Then draw 1 card.|

 

Basically Poly, but it gives +1 at the end therefore taking away 1 of fusions major drawbacks.

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Posted · Hidden by tommers2008, October 30, 2010 - No reason given
Hidden by tommers2008, October 30, 2010 - No reason given

HP I respect all your decisions on my cards, but that is kinda what i meant as in speed of game early on, it seems as if we are edging towards a quick game to start off with, hence a speed that will just get out of hand quickly seeing more and more broken combo's to begin with.

 

I have a suggestion some may not like - perhaps we don't add synchro's or tuners to the game yet to try build a base 1st before adding that kind of speed to the game. Maybe we should also make a Special set to be released with 1st one to at least add a card like Polymerization to allow Fusions, or they may never see play and other needed staple cards. Just a suggestion.

 

Perhaps fusion card like this

 

|Ultimate Fusion|0|VMDM|Spell Card|Spell|||||Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Extra Deck. Then draw 1 card.|

 

Basically Poly, but it gives +1 at the end therefore taking away 1 of fusions major drawbacks.

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HP I respect all your decisions on my cards, but that is kinda what i meant as in speed of game early on, it seems as if we are edging towards a quick game to start off with, hence a speed that will just get out of hand quickly seeing more and more broken combo's to begin with.

 

I have a suggestion some may not like - perhaps we don't add synchro's or tuners to the game yet to try build a base 1st before adding that kind of speed to the game. Maybe we should also make a Special set to be released with 1st one to at least add a card like Polymerization to allow Fusions, or they may never see play and other needed staple cards. Just a suggestion.

 

Perhaps fusion card like this

 

|Ultimate Fusion|0|VMDM|Spell Card|Spell|||||Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Extra Deck. Then draw 1 card.|

 

Basically Poly, but it gives +1 at the end therefore taking away 1 of fusions major drawbacks.

Good idea. I guess i can wait 2-3 sets for Low Level Turbo.

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HP I respect all your decisions on my cards, but that is kinda what i meant as in speed of game early on, it seems as if we are edging towards a quick game to start off with, hence a speed that will just get out of hand quickly seeing more and more broken combo's to begin with.

 

I have a suggestion some may not like - perhaps we don't add synchro's or tuners to the game yet to try build a base 1st before adding that kind of speed to the game. Maybe we should also make a Special set to be released with 1st one to at least add a card like Polymerization to allow Fusions, or they may never see play and other needed staple cards. Just a suggestion.

 

Perhaps fusion card like this

 

|Ultimate Fusion|0|VMDM|Spell Card|Spell|||||Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Extra Deck. Then draw 1 card.|

 

Basically Poly, but it gives +1 at the end therefore taking away 1 of fusions major drawbacks.

 

I'd say we don't add generic Synchros, but Synchros with specific Synchro Material monsters. Basically Fusions without the need of a Poly like card. Anyways,if we ditch all the cards now, we would just waste time. So if you think some cards make the game too fast, pls say so and we will react in some way.

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