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Leo's Yu-Gi-Oh! CCG ~ hey look a title that makes sense now. /ok


.Leo

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Summer Cup 2011

 

As requested by various members, we want this to be a 4 Round Swiss tournament. We have only done elimination tournies in the past and I think it is time to do a Swiss Tournament.

 

This will be started in the end of August and might go into September.

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Okay, so Swiss is the format used in those tournaments.

 

Swiss is when you are assigned an opponent based on record. In round 1, you will play someone random, in round 2 you will play someone who has an identically record. If you are 1-0, you play someone who is 1-0, if you are 0-1 you play someone who is 0-1. If there is an odd number of 1-0s and 0-1, a 1-0 will play a 0-1. This applies for all rounds.

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If you guys aren't going to accept my Sketchy archetype, I came up with the Thunder-Type Magnoid archetype. Basically, it's an archetype split into DARK "Negative Magnoids" and LIGHT "Positive Magnoids". Negative Magnoids focus on direct effect damage. Positive Magnoids focus on healing yourself. Boss monster(s) will be (a) Fusion(s) with both Negative and Positive Magnoids as Fusion Materials. Sound good? (I didn't make any cards yet) If there are no more archetypes for this set, please reserve it for the next. I'll make generics right now if you want me to.

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If you guys aren't going to accept my Sketchy archetype, I came up with the Thunder-Type Magnoid archetype. Basically, it's an archetype split into DARK "Negative Magnoids" and LIGHT "Positive Magnoids". Negative Magnoids focus on direct effect damage. Positive Magnoids focus on healing yourself. Boss monster(s) will be (a) Fusion(s) with both Negative and Positive Magnoids as Fusion Materials. Sound good? (I didn't make any cards yet) If there are no more archetypes for this set, please reserve it for the next. I'll make generics right now if you want me to.

 

 

basically for next set after ancient redemption, i'm reserved to submit archetype by Sea thus i think there is already 1 more person been reserved too but not sure. Magnoid archetype sound cool and creative i would like to see examples :)

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That is kind of a problem in this type of tourny. Next tourny we can make it a requirement to give a playbook.

 

Working around with Seattleite's deck to get a better list that is faster and beats harder. Wasn't happy with some of the cards in the list.

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hmm really? that a bit odd way of thinking it, it's not exactly the player 100% that lose, it the what possibility the decks will present the player to use in the duel though. there no need to be afraid if you get a deck that doesn't work out well, it's not your fault to begin with.

 

anyway a spell card to be errata'd

 

|Immense Polymerization|CLPC|613|Spell Card|Spell|||||Send the Fusion Material Monsters that are listed on a Fusion Monster from your hand or Field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. If Fusion Monster, Synchro Monster or Xyz Monster are listed on a Fusion Monster Card, Send those Fusion Monster Materials from your Extra Deck or Field to the Graveyard and Special Summon that Fusion Monster from your Extra Deck. If a Fusion Material Monster(s) was sent from the Extra Deck to the Graveyard this way, take 500 damage for each monster used in a Fusion Summon.|

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I created some Magnoid cards.

[spoiler=Magnoid]|Negative Magnoid - Jolt|1|SET1|Thunder/Effect|Dark|2||800|800|Once per turn, during your Standby Phase, your opponent takes 300 Damage.|

|Positive Magnoid - Healer|2|SET1|Thunder/Effect|Light|2||800|800|Once per turn, during your Standby Phase, gain 300 Life Points.|

|Magnoid - Iron Bar|3|SET1|Thunder/Effect|Earth|1||0|1000|Once per turn, you may Tribute this face-up card and Special Summon 1 Level 4 or lower "Magnoid" monster from your Hand or Deck.|

|Positive Magnoid - Dealer|4|SET1|Thunder/Effect|Light|5||1000|1000|Once per turn, during your Standby Phase, you may take 500 Damage to draw 1 card.|

|Negative Magnoid - Destroyer|5|SET1|Thunder/Effect|Dark|5||1000|1000|Once per turn, during your Standby Phase, you may take 200 Damage to destroy 1 Spell or Trap card your opponent controls.|

|Negative Magnoid - Charge Drainer|6|SET1|Thunder/Fusion/Effect|Dark|7||1400|1400|2 "Negative Magnoid" Monsters + 1 "Positive Magnoid" Monster This card can only be Special Summoned from your Extra Deck by sending the above cards from your side of the field or your hand to the Graveyard. (You do not use Polymerization. This Special Summon counts as a Fusion Summon.) Once per turn, you may return this card to the Extra Deck to Special Summon the Fusion Material Monsters used for this card's Fusion Summon. If this card is removed from the field, return it to the Extra Deck. Once per turn, during your Standby Phase, deal 800 Damage to your opponent and gain 400 Life Points.|

|Positive Magnoid - Drawing Cleric|7|SET1|Thunder/Fusion/Effect|Light|6||1300|1300|1 "Positive Magnoid" Monster + 1 "Positive Magnoid" Monster This card can only be Special Summoned from your Extra Deck by sending the above cards from your side of the field or your hand to the Graveyard. (You do not use Polymerization. This Special Summon counts as a Fusion Summon.) Once per turn, you may return this card to the Extra Deck to Special Summon the Fusion Material Monsters used for this card's Fusion Summon. If this card is removed from the field, return it to the Extra Deck. Once per turn, during your Standby Phase, gain 300 Life Points and draw 1 card.|

 

I am looking for good pictures for these cards.

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That is kind of a problem in this type of tourny. Next tourny we can make it a requirement to give a playbook.

 

Working around with Seattleite's deck to get a better list that is faster and beats harder. Wasn't happy with some of the cards in the list.

 

Eh, but multiple feedback on decks was something good that came out of it :)

 

 

@ scheath - ok, errata makes sense.

 

@ MBArceus - good start, i would either recommend making cards that draw your cards in together by more than just their name. I.E. since they have low stats but a continuous burn or heal effect, you could try and make effects that support them and encourage you to put them in the same deck together. Cause right now there isn't much synergy between them.

 

Also, Archetypes from new members can't be submitted until next set or the one after it. Sorry. But good luck with your images!

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|Adamantamanta|???|???|Sea-Serpent/Effect|WATER|4||1500|1700|When this card is Normal or Special Summoned, you can place 1 counter on this card (max. 3). This card cannot be destroyed by battle by your opponent's Level 4 and lower monsters. Once per turn, when you would discard a card from your hand, you can remove 1 counter from this card instead. When this card destroys an opponent's monster by battle, you can place 1 counter on this card.|

 

|Jayjujayme|???|???|Insect/Effect|EARTH|4||1600|1500|Once per turn, you can send 1 face-up Monster card on the field back to it's owner's hand. This card cannot be flipped face-down, have it's effect(s) negated or be removed from play by the opponent. During your opponent's Battle Phase, this card cannot be destroyed by battle once per turn.|

 

|Stygian Rocket|???|???|Machine/Effect|DARK|3||1400|1000|This card cannot be destroyed the turn it is Summoned. This card is unaffected by Spell and Trap cards. This card cannot be destroyed by battle with a monster with the same Attribute(s) as this card. When this card is sent to the Graveyard, you can inflict 800 damage to the opponent.|

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it's time for da list of my submit B)

 

[spoiler= warning it's explicit... JK]

 

1: |Hermes |0|xxxx|Spellcaster/Spirit/Effect|Fire|4||1100|200|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can Normal Summon 1 additional time this turn. When a monster Normal Summoned is by this card’s effect, both players take damage equal to that monster’s DEF.|

 

2: |Trismegistus|0|xxxx|Spellcaster/Fusion/Spirit/Effect|Fire|8||2600|1300|”Hermes” + “Medea” This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard.This card returns to its owner's Extra Deck during the End Phase of the turn it is Special Summoned. When this card is Special Summoned, banish 1 level 4 or lower Spirit Monster from your Graveyard, all monsters your opponent control loses ATK equal to the DEF of the banished monster. This card can attack all of your opponent’s monsters once. This monster cannot attack your opponent directly if it attacks any monster first. When this card returns to your Extra Deck, gain life points equal to twice the DEF of the banished monster.|

 

3: |Medea|0|xxxx|Zombie/Spirit|Light|4||1500|800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. Once per turn you can tribute this card to Special Summon 1 monster with 1500 DEF or less in your Graveyard, if you cannot, add that monster to your hand instead.|

 

4: |Thanatos|0|xxxx|Fiend/Spirit/Effect|Dark|6||2600|1800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Tribute Summoned, destroy 1 other Spirit monster you control. If you cannot, return this card to your hand. When this card destroys a monster in battle, this card can attack once again in the same Battle Phase. When this card returns to your hand during the End Phase, your opponent randomly discards 1 card from their hand.|

 

5: |Orpheus|0|xxxx|Fiend /Spirit/Effect|Light|1||?|?|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can send 1 Spirit monster from your deck to the Graveyard. If you do, pay Life Points equal to its level x 200. Until the End Phase, this card's name is treated as that monster's name, and it gains that monster's ATK and DEF.|

 

6: |Io|0|xxxx|Fairy /Spirit/Effect|Wind|3||800|1400|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. Once per turn, you can gain 700 Life Points for each Spirit monster you control. When this card returns to your hand, draw 1 card.|

 

7: |Messiah|0|xxxx|Fairy/Fusion/Spirit/Effect|Divine|7||2600|1800| “Orpheus” + “Thanatos” This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. This card returns to its owner's Extra Deck during the End Phase of the turn it is Special Summoned. When this card is Special Summoned, discard 1 Spell Card to destroy all other cards on the field, then both players can Special Summon any number of monsters from their hands equal to the total levels of their monsters destroyed by this card’s effect. this card is face-up on the field, ignore the Summoning Conditions of Spirit monsters.|

 

8: |Roaring Barrier of Returned Souls|0|xxxx|Trap Card|Trap||||| Activate only when an opponent's monster declares an attack and you control no monster. For each Spirit Monster returned to your hand during the last turn’s End phase, you can negate attacks up to that amount. This card remain face-up until the end of the Battle Phase and pay 800 to Set this card face-down again instead of sending it to the Graveyard.|

 

9: |Deep Benevolence Fairy|0|xxxx|Fairy/Effect|Light|4||1200|800|When this card is destroyed by battle, you can special Summoned Fairy-Type Monsters with 500 ATK or more whose ATKs equal to 1500 ATK or less from your Deck.|

 

10: |Double Crosser Demi-Angel|0|xxxx|Fairy/Effect|Wind|3||700|800|This card cannot be use as a Synchro Material Monster for a Synchro Summon. If this card is on your opponent side of the field, during your Main phase, you can have your opponent gains 1000 life points to switch control of this card to your side of the field.|

 

11: |Battle Scar Charity|0|xxxx|Trap Card|Trap|||||Activate when you take Battle Damage from a direct attack, draw 1 card for each 800 damage you take, then Skip your next Draw Phrase.

 

12: |Skeith, the Terror of Death|0|xxxx|Fairy/Effect|Dark|8||2200|1600|This card cannot be normal Summoned or set. You can special Summon this card from your hand by destroying 2 Fairy-Type monster you control. When this card destroy a monster, increase this card ATK and DEF by 100 times the level of the destroyed monster. When this card is destroyed by your opponent's cards(either by battle or card effect), you can send 1 monster you control to the Graveyard to special summon this card at the End Phase.|

 

13: |Macha, the Temptress|0|xxxx|Fairy/Effect|Fire|8||2800|2100|This card cannot be normal Summoned or set. You can special Summon this card from your hand by switching control of 2 Fairy-Type monsters you controls to your opponent's side of the field. When this card would destroy a monster, place a Rose Counter on that monster instead. Pay 800 life points and discard 1 Fairy-type monster to switch control of all monsters with a Rose Counter(s) to your side of the field. When this card is destroyed by your opponent's cards(either by battle or card effect) remove all Rose Counters on the field, return controls of all monster to their owner's side of the field and each monster lose 100 ATK times its level.|

 

14: |Corbenik, the Rebirth|0|xxxx|Fairy/effect|Light|8||2000|1700|This card cannot be Normal Summoned or set. This card can only be Special Summon by Special Summoning 2 Fairy-Type Monsters from your Graveyard to your opponent's side of the field OR its own effect. When this card is destroyed by your opponent cards(either by battle or card effect), Special Summoned this card from the Graveyard during at the End Phase. This effect can only be used twice per duel. When this card is Special Summoned from the Graveyard, select 1 monster you control, equip that monster to this card, this card gains ATK equal to the ATK of that monster equipped to this card.|

 

15: |Monochrome Gambler|0|xxxx|Spellcaster/Effect|Dark|4|1650|1200|This card is treated as LIGHT monster on the field and in the Graveyard. When an effect of a card that required a six-sided die roll or coins flip. you can special summon this card from your hand. Once per turn you can activate an effect of a card that required a six-sided die roll or coin flips once more. If that card's effect required a six-sided die, declare a number, if its effect required a coin flip, declare Head or Tail. If you call right, your opponent must discard 1 card and you draw 1 card.|

 

16: |Terravolt Dragon, Denki-Kogoru|0|xxxx|Dragon/Effect|Light|4||1900|700|There can only be 1 face-up "Terravolt Dragon, Denki-Kogoru" you control. Neither player can send cards to the Graveyard from their Decks. When an effect of an Effect Monster activate, you can banish this face-up card to negate its effect and it cannot attack. This card cannot be Special Summoned while banished.|

 

17: |Dragonic Stream Blast|0|xxxx|Trap Card|Trap|||||When an opponent's monster attack a face-up Dragon-Type monster you control, destroy that monster. The destuction of the attacking monster is treated as the result of a battle instead.|

 

18: |Dragion Berserker|0|xxxx|Dragon/Effect|Fire|4||1900|600|When this card destroy a monster and sent it to the Graveyard, you can draw 1 card. if the card you draw is a Dragon-Type monster, reveal it then draw 1 more card. During each End Phase, this card lose 200 ATK. When this card destroy a monster, the ATK lost from this effect returns to 0 during the End Phase.|

 

19: |Dragonic Recruiter|0|xxxx|Dragon/Effect|Fire|4||1500|1100|When this card is destroyed by battle and sent to the Graveyard, add 1 Dragon-Type monster from your Deck to your hand whose level is equal or less the monster that destroyed this card.|

 

20: |Holy Descending|0|xxxx|Spell Card|Spell|||||banish 1 Monster Card from your hand, field or Graveyard to add 1 level 5 or higher non-Tuner Fairy-Type monster from your Deck to your hand.|

 

21: |Divine Judgement|0|xxxx|Trap Card|Trap||Counter|||Banish 1 level 4 or higher Fairy-type monster to negate the activation of a Spell, Trap or an effect of an Effect Monster and destroy it.|

 

22: |Space Clash Wave|0|xxxx|Spell Card|Spell||Continuous|||Once per turn, during your main phase, you may banish 1 Fairy-type monster in your hand, OR pay 600 life points Special Summon 1 Fairy-Type monster that was banished.|

 

 

basically you can see this list in why it's hard to squeeze this much <_<

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