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Yu-Gi-Oh! New Generation Dueling CCG


-DOOM

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Comments on all new cards:

|Revenge Storm|0|SET1|Spell Card|Spell||Quick-Play|||You can only activate this card if you take 2000 Damage or more at once. Destroy up to 2 Spell or Trap Cards and inflict 500 Damage to your opponent.|
[b]If you've just taken 2000 damage, you're in a bad position 90% of the time, and 90% of the time, s/ts aren't what you want to remove in that position. My made up, but reasonably accurate, statistics say that adding this to your Deck is bad and this is useless fluff. I vote to change/remove.[/b]

|Broken Piano Key|0|SET1|Trap Card|Trap||None|||Activate only when your opponent Summons two Level 3 or higher monsters in 1 turn. Your opponent chooses the effect:
- Tribute 1 of the Special Summoned monsters and draw 1 card.
- Double both monster's ATK and DEF until End Phase and take damage equal to their combined original ATK.|
[b]Insanely situational, making it inconsistent and leading to Lame Ducks, and not even much of a reward when they can just choose the first effect. Seems like useless fluff. I vote to change/remove.[/b]

|Serene Snowscape|0|SET1|Spell Card|Spell||Field|||Each player can skip his Draw Phase to summon a "Snow Token" (WATER/Aqua-Type/Level 1/ATK 200/DEF 400) in Defense Position for every Snow Counter on this card and remove all counters from this card. Whenever someone draws 1 or more cards, place 1 Snow Counter on this card.|
[b]Could be interesting. No objection.[/b]

|Card Guardian|0|SET1|Warrior/Effect|Wind|4||0|0|When this card is summoned, change it to Defense Position and discard any number of cards. Increase this card's DEF by 900 for every discarded card.|
[b]Uh, I need to discard 2 cards for anything, 3 cards for a decent DEF. I know we're low on removal, but as soon as we have any that's decent, this seems like it'll become useless fluff. Not to mention stall's boring to play against, so this doesn't seem to give anything to the game. I vote to change/remove.[/b]

|Yin and Yang|0|SET1|Fairy/Tuner|Dark|2||1000|1000|This card cannot be destroyed by battle. While this is the only monster you control destroy this card. If the Synchro monster that used this card as Synchro Material would be destroyed, you can remove from play this card from your Graveyard instead.|
[b]Eh, decent tuner. Kinda worried about that last effect when we're destruction-lite right now, but I guess it's probably not a disaster.[/b]

|Fortune Mirror|0|SET1|Rock/Tuner/Effect|Earth|1||0|1200|Once per turn, you can select 1 monster you control. This card's Level becomes the same as the selected monster's Level. This card can only be used for a Synchro Summon of a Synchro Monster with the doubled Level of this card.|
[b]I don't like this. It hits level 8s too easily, and also hits Formula Synch with no trouble. Eeeeh. Not that big of a deal, I'll let others comment.[/b]

|Perfect Gem|0|SET1|Rock/Tuner|Light|3||1200|1200|When this card is destroyed by battle, decrease it's ATK and DEF by 400 instead and decrease it's level by 1. If this card's Level would be changed to 0, destroy it.|

[b]Level 3 tuner with nothing but positive effects (level down cards aren't really a threat) - again, I'm not liking how good these tuners are when we're being destruction-lite >->[/b]

|Safety Net|0|SET1|Trap Card|Trap|||||You can only activate this card if a card you control was destroyed by a card effect and sent to the Graveyard. Return the destroyed card to your field.|
[b]Don't like, but it doesn't seem too terrible, really.[/b]

|Chaos Dispeller|0|SET1|Warrior/Effect|DARK|4||1600|1700|When this card is Normal Summoned, remove from play 1 Monster card and 1 Spell or Trap Card from your Graveyard. Select 1 Spell or Trap Card on the field and destroy it.|
[b]Not a massive problem, I think.[/b]

|Roar for Help|0|SET1|Spell Card|Spell|||||You can only activate this card if you control a face-up Beast-Type Normal Monster. Special Summon 1 Level 4 or lower Normal Monster from your hand. It cannot attack this turn. You can only activate "Roar for help" once per turn.|
[b]I don't like the -1, but if they get any more support, this could be fine. No comment yet, but it might be useless fluff that's best changed/removed.[/b]

|Contaminated Yeti|0|SET1|Beast-Warrior/Synchro/Effect|DARK|6||1900|2000|"Contaminated Kitten" + 1 Normal non-Tuner monster You can only control 1 "Contaminated Yeti". Once per turn, you can reveal 1 Normal Monster in your hand. This card gains ATK equal to the half pf the revealed monster's ATK and the following Effect until the End-Phase: If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.|
[b]Fine.[/b]

|Contaminated Elephant|0|SET1|Beast-Warrior/Synchro/Effect|DARK|5||1700|2700|"Contaminated Kitten" + 1 Normal non-Tuner monster You can return this card to your Extra Deck to Special Summon 2 Level 4 or lower Normal Monsters from your Graveyard. The effect of "Contaminated Elephant" can only be activated once per turn.|
[b]Fine. I kinda want more Normal-Monsters. Easy accepts if you submit them![/b]

|Yin and Yang|0|SET1|Fairy/Tuner/Effect|Dark|2||1000|1000|This card cannot be destroyed by battle. While this is the only monster you control destroy this card. If the Synchro monster that used this card as Synchro Material would be destroyed, you can remove from play this card from your Graveyard instead.|
[b]I've seen this before...[/b]

|Fortune Mirror|0|SET1|Rock/Tuner|Earth|1||0|1200|Once per turn, you can select 1 monster you control. This card's Level becomes the same as the selected monster's Level. This card can only be used for a Synchro Summon of a Synchro Monster with the doubled Level of this card.|
[b]And...[/b]

|Perfect Gem|0|SET1|Rock/Tuner/Effect|Light|3||1200|1200|Whenever this card is destroyed by battle, decrease it's ATK and DEF by 400 instead and decrease it's level by 1. If this card's Level would be changed to 0, destroy it.|
[b]These too... someone didn't check what was in the .set, did they?[/b]

|Fairy Chevalier|0|SET1|Fairy/Effect|Wind|3||600|300|When a monster you control battles a monster, during Damage Step, you can send this card from your hand to the Graveyard to increase the ATK of your monster by its Level x 100. During your Standby Phase, you can discard 2 cards to add this card from your Graveyard to your hand.|
[b]Feels a little too weak... maybe good. How about a fixed number, like, 700? That could be nice.[/b]

|Absurd Stealer|0|SET1|Machine/Effect|Wind|1||100|0|When this card is Summoned, select 1 face-up monster your opponent controls. Until the End Phase, that monster's ATK becomes 0, and this card's ATK becomes equal to that monster's DEF. When this card on the field is destroyed and sent to the Graveyard, you can draw 1 card.|
[b]Heya. I decided that in a removal-low format, we should be able to run over just about any monster with a level 1 condition-less monster that's also a floater. DERPDYWHO. No. This is removed by the time I go to sleep tonight >_>[/b]

|Offerings to Thor|1|SET1|Spell Card|Spell||Quick-Play|||You cannot activate this card when you activated a Trap Card this turn. Send 1 monster you control to the Graveyard. Draw 2 cards.|
[b]+0 that can +1 if chained to s/t or monster removal. Don't really like. I also heard Ser complain, so might be removed soon.[/b]

|Torrential Tribute|0|OTCG|Trap Card|Trap|||||Activate only when a monster is Summoned. Destroy all monsters on the field.|
[b]Removal-[u]lite[/u]. It implies that we don't have that much removal. Who woulda guessed it.[/b]

|Son of Chaos|0|SET1|Spellcaster/Effect|Dark|4||1700|1500|This card is also treated as the LIGHT Attribute while on the field and the Graveyard. Once per turn, you can remove from play 1 monster on your opponent's side of the field. During the End Phase of this turn, the removed monster returns to the opponent's side of the field, in the same Battle Position.|
[b]Decent ATK, random double-support, dodges all effects to protect a player, probably hits directly a lot. I don't like this, seems others don't either.[/b]

|Daughter of Chaos|0|SET1|Spellcaster/Effect|Light|4||1500|1700|This card is also treated as the DARK Attribute while on the field and the Graveyard. Once per turn, you can remove from play 1 Spell or Trap Card on your opponent's side of the field. During the End Phase of this turn, the removed Spell or Trap Card returns to the opponent's side of the field, in the Position.|
[b]Eh, I'm not sure, guess it's not as bad as the above, especially with the 1500 ATK. I'm saying this one is alright, at a guess[/b]

|Chaotic Sacrifice|0|SET1|Spell Card|Spell||Quick-Play|||Select up to 2 LIGHT and / or DARK monsters in your Deck. Send the selected card(s) to the Graveyard. Your opponent removes from play 1 card in their hand for each card sent to the Graveyard this way, and draws 1 card for each card they removed from play from their hand.|
[b]Remember when Chaos ruined the beginning of the TCG? Totally possibly unrealated, just saying. It doesn't actually seem that bad [u]yet[/u][/b]

|Chaotic Bribe|0|SET1|Spell Card|Spell||Quick-Play|||Your opponent selects up to 2 of their cards that are in their removed from play zone, and adds the selected card(s) to their hand. Draw 1 card for every card your opponent added to their hand by this effect. If both cards that you drew were LIGHT and / or DARK Attributed, draw 1 more card.|
[b]Useless fluff, since they can choose to add 0. It also seems inconsistent, so would possibly be quite fluffy even if they didn't have that option. I don't like it.[/b]

|Baby of Chaos|0||Spellcaster/Effect|Light|2||1300|1000|This card is also treated as the DARK Attribute while on the field and the Graveyard. Once per turn, while this card is in the Graveyard, you can remove from play the top card of your opponent's Deck. Your opponent then draws 1 card and reveals it. If the drawn card was a Monster Card, it is removed from play and your opponent has their Life Points increased by 1000. You can only activate the effect of 1 "Baby of Chaos" once per turn.|
[b][u]Too much Chaos.[/u] On that note, seems useless and fluffy in most respects.[/b]

|Pet of Chaos|0||Spellcaster/Effect|DARK|2||1000|1300|This card is also treated as the LIGHT Attribute while on the field and the Graveyard. Once per turn, while this card is in the Graveyard, you can remove from play the top card of your opponent's Deck. Your opponent then draws 1 card and reveals it. If the drawn card was a Spell or Trap Card, it is removed from play and your opponent has their Life Points increased by 1300. You can only activate the effect of 1 "Pet of Chaos" once per turn.|
[b]^^^What the above comment said.[/b]

|Paid Fighter|0|SET1|Spell Card|Spell||Quick-Play|||Discard 2 cards from your hand and Special Summon 1 Level 6 or lower monster from your deck. If that monster did not attack the turn it was Special Summoned remove it from play during End Phase.|
[b]Eh, seems -1y. Lemme check what decent targets we've got. *ELEVATOR MUSIC HERE*

Alright, back:
#1) Some card called Almighty Storm Ruler crashes YVD when selected. To Josh: Bugfixing, do it.
#2) Jinzo and Satanic Emperor seem like the main targets. Emperor could be a good combo with this, but I wouldn't jump to call either "broken." (not yet, anyway) so I think this card is okay.[/b]

|Junkyard Virus|0|SET1|Trap Card|Trap|||||Tribute 1 EARTH monster. For your next 3 turns, send the top 3 cards of your Deck to the Graveyard during your Standby Phase.|
[b]Huh. This is okay. -2, but cards can still use it. 9 mill is a pretty cool guy.[/b]

|Mirage Core|0|SET1|Fairy/Effect|Light|4||1600|800|Twice while you control this face-up card, you can negate an attack, decrease this card's ATK by 800 and increase your opponent's Life Points by 800.|
[b]Not bad. I can live with this, I think.[/b]

|Cosmic Darkness|0|SET1|Trap Card|Trap||None|||Remove from play all monsters on the field. During the End Phase return all monsters that were removed by this effect and inflict damage to both players equal to the number of their removed monsters x300.|
[b]WHY IS EVERYTHING LIGHT/DARK/CHAOS/SATAN/EVIL.

On that note, I want a set of WATER Teddybear Mechanic cards to make up for the boring LIGHT/DARK/GREY cliché themes you guys have done.

Oh, the card seems good, actually, since it's a -1 (+0 if you aren't an idiot) and has lots of uses like Book of Moon. I'd halve battle damage to your opponent that turn, though, so that isn't used to push for massive damage.[/b]

|Sadistic Spirit|0|SET1|Fiend/Effect|Dark|3||1100|1300|Whenever 1 or more monster's ATK is changed, inflict damage to your opponent equal to the amount the ATK was changed by.|

[b]This has Sadistic in the name, the one below it has Black. Naming theme complaint still stands.

As long as some stupid OTK doesn't come out of this, I guess it's okay. I don't like it that much though.[/b]

|Black Operation|0|SET1|Spell Card|Spell||None|||Special Summon 1 Level 3 or lower monster from your hand in face-down Defense Position. This monster cannot be tributed during this turn.|
[b]-1. Slow. Useless fluff. Can someone give me a strong, valid reason to not remove it?[/b]

|Peaceful Offense|0|SET1|Spell Card|Spell||Quick-Play|||You can only activate this card by negating an attack of a monster you control. Increase your Life Points and inflict damage to your opponent equal to the half of the attacking monster's ATK.|
[b]K. It seems pretty -1 and like it'll be put into a dark corner like Draining Shield, except it doesn't even block an attack, but instead does something more likely to help your opponent. I'd plan to remove this useless fluff.[/b]

|Fair Blessing|0|SET1|Spell Card|Spell||Quick-Play|||Your opponent draws 1 card. You gain 1500 Life Points. When this card is sent to the Graveyard, you can return it to the top of your Deck instead.|
[b]Eh, chain it for only a -1?...
Nah, that's rubbish - no-one used the -1 for +1200 of Poison of the Old Man, why would someone strike a much worse deal to use this? Seems like useless fluff we can remove.[/b]

|Stay of Execution|0|SET1|Trap Card|Trap|||||Activate only during the Battle Phase. Neither player can declare an attack this turn. If this card is in your Graveyard during your Main Phase 1, you can remove it from play to draw 1 card.|
[b]So it's a +0 T-Roar? Seems kinda broken, but I can live with this for now. Not saying it's safe from nerf/limit/ban for long, there's just so many bigger problems.[/b]

|Freshwater Emperor|0|SET1|Aqua/Effect|Water|8||2800|2000|This card cannot be Special Summoned except from your Graveyard during your Main Phase 1 by Tributing 2 WATER monsters you control. If you Special Summon this card this way, remove this card from play when it is removed from the field. This card inflicts Piercing Damage.|
[b]I actually really like this. Whoever made this get's a smiley-face sticker. :) Valid boss monster! [/b]

|Vivacious Merknight|0|SET1|Aqua/Effect|Water|3||1000|1000|During your Standby Phase, this card gains 500 ATK.|
[b]Uh, okay. Slow to start, but I guess a recruiter and some negation means this isn't terrible. Fine for now.[/b]

|Swashbuckling Raccoons|0|SET1|Beast|Earth|4||1800|100|A debonair band of raccoons who protect the animals of the Dark Forest. Their razor sharp swords and rapacious wit can defeat any foe.|
[b]Yay Normal Monster. No complaints.[/b]

|Cannon Racoon|0|SET1|Beast/Effect|Earth|3||100|1800|When this card is Normal Summoned, change it to Defense Position. Once per turn during your Main Phase 1, you can switch this card's ATK and DEF until your next Standby Phase. This card can attack while it is in Defense Position. If this card attacks while in Defense Position, apply the ATK of this card for damage calculation.|
[b]MORE RACOON. It's kinda interesting, but I think I'd mostly prefer using a 1800 beatstick. Nothing to really complain about though, since it's not quite fluff.[/b]

|Clockwork Steamking|0|SET1|Machine/Effect|Fire|7||1500|2500|This card cannot be Special Summoned. You can remove from play 2 Spell Cards in your Graveyard to double this card's ATK until the End Phase. During your End Phase, change this card to Defense Position. When this card is destroyed and sent to the Graveyard, select 2 FIRE monsters in your Graveyard. Inflict damage to your opponent equal to their combined Level x 200.|
[b]I hope it's an accident that you can use that first effect multiple times per turn. The last effect also feels a bit too much.[/b]

|Gust Paladin|0|SET1|Warrior/Effect|Wind|3||1000|1000|When this card declares an attack when you control another WIND monster, destroy 1 Spell or Trap Card on the field.|
[b]Eh. I don't like it, but if WIND Decks turn out to be broken, I doubt this will be the main offender. Fine for now.[/b]

|Cloud Creator|0|SET1|Spellcaster/Effect|Wind|3||800|1300|You can return 1 of your removed from play cards to the Deck to Special Summon 1 Cloud Trooper Token (Warrior-Type/WIND/Level 1/ATK 0/DEF 0) in Attack Position.|
[b]How many times per turn? I hope it's once, for your sake. Also, can we avoid making the RFG so easy to recover things from? Just a thought. (Eg, change this to "Once per turn you can flip one of your removed from play cards face down to...", so that RFG actually means something)[/b]

|Gentlewight of Leisure|0|SET1|Zombie/Effect|Dark|3||1000|0|You can pay 1000 Life Points to send this card to the Graveyard and draw 1 card. During your Main Phase 1, you can reveal 3 DARK monsters in your hand to Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.|
[b]Eh.[/b]

|Officious Fiend|0|SET1|Fiend/Effect|Dark|4||1600|1000|Once per turn during your Main Phase 1, you can pay 1000 Life Points and select 1 monster on the field. Negate its effect until your next Standby Phase.|
[b]K. Seems usable and not horribly broken.[/b]

|Aurora Wolf|0|SET1|Beast/Effect|Light|3||1200|0|During either player's turn, you can activate this card's effect and remove this card from play. During the End Phase, Special Summon this card.|
[b]Waitwhat. Dodging all removal seems a bit silly. Add something to make this possibly less silly. I loved Strike Ninja, but this might be over-buffing it.[/b]

|Bullion Cube|0|SET1|Machine/Effect|Light|2||0|0|Once per turn during your Standby Phase, you can reveal 1 LIGHT monster in your hand to draw 1 card. During your opponent's End Phase, you can Tribute 1 LIGHT monster you control to Special Summon this card from your Graveyard.|
[b]>_> +1+1+1+1+1+1. I doubt it's broken yet, but I don't trust this. I got my eye on you, Cubey.[/b]

|Distorted Canyon|0|SET1|Spell Card|Spell||Field|||While this card is on the field, any card sent to the Graveyard is removed from play instead. Destroy this card if you control no EARTH monsters. During your Standby Phase, discard 1 card or destroy this card.|
[b]No. It's terribly -1y, inconsistent, and seems like it's main use is shutting down Decks. Will be removed on concept by the end of the day, unless that's all somehow fixed.[/b]

|Dark Treasury|0|SET1|Spell Card|Spell||Field|||DARK monsters gain 500 ATK. When this card is activated, select and remove from play 1 card in your Deck. During your second Standby Phase after this card's activation, add the removed card to your hand and destroy this card.|
[b]K, I can live with this.[/b]

|Tebbits Hand Cannon|0|SET1|Spell Card|Spell||Field|||Once per turn, you can discard 1 card and select up to 2 cards in either player's Graveyard. Remove those cards from play.|
[b]I don't like something that feels so repeated -1. Sure, some cards in the g/y are valuable, but I still don't like this. Ruins g/y needing Decks, inconsistent to Main Deck, and it's even a field that doesn't feel like it should be a field (they should really probably have some effect that affects BOTH players. >_>)[/b]

|Aqua Field Barrier|0|SET1|Trap Card|Trap||Counter|||Reveal 1 WATER monster and 1 Field Spell Card in your hand. Negate the activation of your opponent's Spell or Trap Card, and destroy it.|
[b]K, seems fine.[/b]

|Corruption Seal|0|SET1|[b]Trap Cbard[/b]|Trap||Continuous|||Select 1 face-up monster your opponent controls and pay 2000 Life Points. Take control of the selected monster. During the End Phase, reveal 2 DARK monsters in your hand or take 2000 damage.|
[b]OH DAUMN, WHEN DID THIS GET TRAP CBARDS. HERE I THOUGHT EXCEED WAS THE ONLY NEW THING.
Eh, I don't like it that much. IDK how good DARK Decks are, and 2000 LP seems a tad more balanced. Still, chainable B-Con mains be go :huh: [/b]

|Stay of Execution|0|SET1|Trap Card|Trap|||||Activate only during the Battle Phase. Neither player can declare an attack this turn. If this card is in your Graveyard during your Main Phase 1, you can remove it from play to draw 1 card.|
[b] .______. Stop adding the same card multiple times.[/b]

|Minor Flamesprite|0|SET1|Pyro/Spirit|Fire|1||100|100|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 Summoner or flipped face-up, place 1 Burn Counter on all face-up monsters on the field. When a monster has 3 or more Burn Counters on it, destroy it.|
[b]I don't like this until we get some Spirit Support/Burn Counter support/ect. Very fluffy.[/b]

|Secret Art of Resurrection|0|SET1|Trap Card|Trap||Continuous|||You can only activate this card by selecting 1 face-up monster you control. Special Summon 1 monster from your Graveyard. When the selected monster or this card is removed from the field, destroy the summoned monster. When the summoned monster is removed from the field, destroy this card.|
[b]Isn't this a barely-nerfed CotH? Did Josh limit this yet? Feels limit-worthy.[/b]

|Maiden of Breeze|0|SET1|Fairy/Effect|Wind|4||1500|1000|When this card is Summoned, you can return 1 WIND monster from your Graveyard to your Deck and return 1 card your opponent controls to its owner's hand.|
[b]._. I heard that when we want bosses to mean something, we make a card that kills all Synchros/Fusions at a +1, and gets rid of most other bosses without problems too. I don't like this.[/b]

|Raging Fen|0|SET1|Winged Beast/Effect|Wind|5||2000|0|You can remove from play 2 WIND monsters from your Graveyard to Special Summon this card from your hand. When this card destroys an opponent's monster by battle and sends it to the Graveyard, this card can attack once again in a row.|
[b]Kay. WIND seems ruddy insane, but this one doesn't feel like it'd be the main problem (don't quote me on that. IDK if having swarm is that broken ATM).[/b]

|Bar Stealer|0|SET1|Machine/Effect/Tuner|Wind|1||100|100|You can Special Summon this card from your Graveyard by reducing the Level of 1 WIND monster you control by any amount. Then, increase this card's Level by amount eqaul to the Level reduced. You can use the effect of "Bar Stealer" only once per turn. |
[b]With the errat. I heard about, this is mostly-fine. WIND is still becoming silly.[/b]

|Almighty Storm Ruler|0|SET1|Winged Beast/Synchro/Effect|Wind|6||2400|2000|1 WIND Tuner + 1 or more non-Tuner WIND monsters. Once per turn, you can return 1 card from the field to its owner's hand. [b]The, remove[/b] from play 2 WIND monsters from your Graveyard. If you cannot, destroy this card. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 WIND monster from your Graveyard. Destroy it during your next End Phase.|
[b]When I've finished deleting the fluff and broke, I'm going to be fixing the OCG on what's left. This example isn't a big problem, but you guys could do with proof-reading - there are other errors around.
The card itself is also 'eeeeh'. IDK if it's balanced. Probably not, at a guess (since it's a +1 on destruction, and randomly pushes all other bosses off the field for no real cost.)[/b]

|Sudden Gust|0|SET1|Spell Card|Spell||Quick-Play|||Discard 1 card. Special Summon 1 WIND monster from your Deck. Return it to your hand during the End Phase.|
[b]No. Even at a -1, grabbing a boss monster like that (esp. when you can also synch or whatever) feels brokey. Not to mention, too much WIND support. Where's the bloody generic stuff? A first set should be like, at least 90% generic.[/b]

|Afterstorm Calamity|0|SET1|Trap Card|Trap|||||Tribute 1 WIND monster. Return 2 cards from the field to their owners' hands. |
[b]I don't think I like it.[/b]

|Satanic Saviour|0|SET1|Fiend/Effect|FIRE|3||0|1600|When this card is Summoned, select 1 FIRE Fiend-Type monster from your Graveyard and add it to your hand. When this card is destroyed and send to the Graveyard, send the top 2 cards of your Deck to your Graveyard.|
[b]+1+Mill+1+Mill+1+Mill+1+Mill+1+Mill+1+Mill+1+Mill+1+Mill+1+Mill+1+Mill+[u]No[/u][/b]

[size="5"][b]Conclusion:[/b][/size]
You guys need more Scuba-teddies. Also, more generic support and less WIND/CHAOS support. Having nothing but WIND/CHAOS support and a few archtypes is the fastest way to obsolete a load of cards. Stop doing that

I propose to add, from the TCG, a bunch of Normal Monsters that are decently beatsticky, and Forbidden Holy Lance &/or Chalice. Objections?

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no on the S/T.

I LIKE OTK MACHINES THANK YOU VERY MUCH THE KING IS COOL

|Aurora Wolf|0|SET1|Beast/Effect|Light|3||1200|0|During either player's turn, you can activate this card's effect and remove this card from play. During the End Phase, Special Summon this card.|

It has easy counters in EARTH and FIRE. Removal heavy decks need a counter.

|Distorted Canyon|0|SET1|Spell Card|Spell||Field|||While this card is on the field, any card sent to the Graveyard is removed from play instead. Destroy this card if you control no EARTH monsters. During your Standby Phase, discard 1 card or destroy this card.|

I hear that it gives EARTH decks a way to counter major threats (FIRE and WIND) while being vulnerable to WATER and DARK decks.

|Tebbit's Hand Cannon|0|SET1|Spell Card|Spell||Field|||Once per turn, you can discard 1 card and select up to 2 cards in either player's Graveyard. Remove those cards from play.|

I hear that Ember Guard exists. :o

|Minor Flamesprite|0|SET1|Pyro/Spirit|Fire|1||100|100|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 Summoner or flipped face-up, place 1 Burn Counter on all face-up monsters on the field. When a monster has 3 or more Burn Counters on it, destroy it.|

I hear that giving FIRE a theme appropriate out to EARTH is gud.

It is infinite mill and looping Super.

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[quote name='Ser Warjacksworth' timestamp='1292453046' post='4855440']
no on the S/T.

I LIKE OTK MACHINES THANK YOU VERY MUCH THE KING IS COOL

|Aurora Wolf|0|SET1|Beast/Effect|Light|3||1200|0|During either player's turn, you can activate this card's effect and remove this card from play. During the End Phase, Special Summon this card.|

It has easy counters in EARTH and FIRE. Removal heavy decks need a counter.

|Distorted Canyon|0|SET1|Spell Card|Spell||Field|||While this card is on the field, any card sent to the Graveyard is removed from play instead. Destroy this card if you control no EARTH monsters. During your Standby Phase, discard 1 card or destroy this card.|

I hear that it gives EARTH decks a way to counter major threats (FIRE and WIND) while being vulnerable to WATER and DARK decks.

|Tebbit's Hand Cannon|0|SET1|Spell Card|Spell||Field|||Once per turn, you can discard 1 card and select up to 2 cards in either player's Graveyard. Remove those cards from play.|

I hear Ember Guard exists. :o

It is infinite mill and looping Super.
[/quote]

I DON'T GET IT!!! THAT'S WHY I ASKED YOU TO EXPLAIN!!!!!!!!

Maiden of Breeze and Spell Shuffle are silly.

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[quote name='Ser Warjacksworth' timestamp='1292453046' post='4855440']
no on the S/T.

I LIKE OTK MACHINES THANK YOU VERY MUCH THE KING IS COOL

[b]That's stupid.[/b]

|Aurora Wolf|0|SET1|Beast/Effect|Light|3||1200|0|During either player's turn, you can activate this card's effect and remove this card from play. During the End Phase, Special Summon this card.|

It has easy counters in EARTH and FIRE. Removal heavy decks need a counter.

[b]Immunity to everything is stupid.[/b]

|Distorted Canyon|0|SET1|Spell Card|Spell||Field|||While this card is on the field, any card sent to the Graveyard is removed from play instead. Destroy this card if you control no EARTH monsters. During your Standby Phase, discard 1 card or destroy this card.|

I hear that it gives EARTH decks a way to counter major threats (FIRE and WIND) while being vulnerable to WATER and DARK decks.

[b]Go read my "On Card Design" sticky. Having stupidly unbalanced starting conditions like this are bad, this is a terrible card.[/b]

|Tebbit's Hand Cannon|0|SET1|Spell Card|Spell||Field|||Once per turn, you can discard 1 card and select up to 2 cards in either player's Graveyard. Remove those cards from play.|

I hear Ember Guard exists. :o

[b]Durp. I heard that the opponent is actually going to target that, or that it's consistent enough to target it yourself. Neither is true or redeeming. No.[/b]

It is infinite mill and looping Super.
[/quote]

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[quote name='Ser Warjacksworth' timestamp='1292453242' post='4855456']
YOU CAN USE ONE TO ADD ANOTHER

AND WHY DO ALL OF MY CARDS HAVE SPELLING ERRORS THAT WEREN'T THERE ORIGINALLY AND WHY ARE THEY DOUBLED SUPER

I don't want to be attacked by griffin's acerbic wit again. IT'S SCARY.
[/quote]

I don't make the set file xD I just PM the cards I copied from this thread to him.

[quote name='Ser Warjacksworth' timestamp='1292453242' post='4855456']
YOU CAN USE ONE TO ADD ANOTHER


[/quote]

And why is this bad?
Anyway, gtg. I hope I'll learn it while sleeping <_<

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I'll change it. :mellow:

I hear that printing a card that counters an OP deck is what MTG does to make things balanced. It is also terrible against everything that doesn't run removal. Srsly.

Go and understand that FIRE and other decks still have outs they can play to that card-Treasury, Flare Judgment, WIND engine. Sirlin's got something that sums up my position nicely, if I can find it. <_<

EDIT:

http://www.sirlin.net/articles/balancing-multiplayer-games-part-3-fairness.html

thar

Yes it is, I main 3. :mellow:

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[quote name='Ser Warjacksworth' timestamp='1292453512' post='4855472']
I'll change it. :mellow:

I hear that printing a card that counters an OP deck is what MTG does to make things balanced. [u]It is also terrible against everything that doesn't run removal. Srsly.[/u]
[b]Underlined is bad game design. You really don't get starting conditions, but this one isn't a big enough deal to argue over.[/b]

Go and understand that FIRE and other decks still have outs they can play to that card-Treasury, Flare Judgment, WIND engine. Sirlin's got something that sums up my position nicely, if I can find it. <_<

EDIT:

http://www.sirlin.net/articles/balancing-multiplayer-games-part-3-fairness.html

thar

[b]I'm not arguing this card any more, but I do need to explain starting conditions to you. I'll use that article you just linked to:

"In addition to the tier list, you should also be thinking about all the specific matchups. Street Fighter HD Remix, for example, has 17 characters and 153 possible matchups. For the version of Street Fighter before HD Remix, experts tend separate the characters into four tiers (none of them are god tier or garbage tier), and they place Guile in the respectable second tier. Even though that means Guile’s power level is acceptable, he is severely disadvantaged in two specific matches: Vega and Dhalsim. Is it ok that an overall good character gets countered by two specific characters? Not really.

If these were weapons in an FPS or units in an RTS or characters in team-based fighting game, then it might be acceptable. You pick up weapons in an FPS after the game starts, so their balance doesn’t need to meet the hard requirements of an asymmetric game. And units in an RTS and characters in team-based fighting game are examples of local imbalances, which are fine (it’s the races and teams that need to be balanced). But in Guile’s case, you lock in your choice of Guile at the start of the game, then you are stuck with him the entire game, so it really is a problem if he has some bad counter matches, even though players rate him fairly highly overall."

In YGO terms:

"In addition to the tier list, you should also be thinking about all the specific matchups. [u]Yugioh[/u], for example, has [u]a decent number of Decks and[/u] possible matchups. For [u]this example, let's[/u] separate the [u]Decks[/u] into four tiers (none of them are god tier or garbage tier), and place [u]Decks running Aurora Wolf[/u] in the respectable second tier. Even though that means [u]the Deck[/u]’s power level is acceptable, it is severely disadvantaged in two specific matches: [u]Non-Removal.dek 1 and Non-Removal.dek 2[/u]. Is it ok that an overall good [u]Deck[/u] gets countered by two specific [u]Deck[/u]s? Not really.

If these were [u]Synchros that could be splashed anyway, or secondary effects on a card[/u], then it might be acceptable. You pick [u]to use this part of your Deck[/u] after the game starts, so their balance doesn’t need to meet the hard requirements of an asymmetric game. But in [u]Aurora Wolf.dek[/u]’s case, you lock in your choice of [u]Aurora Wolf.dek[/u] at the start of the game, then you are stuck with him the entire game, so it really is a problem if he has some bad counter matches, even though players rate it fairly highly overall."

Cards only good in some matches are bad for the game. Things aren't balanced by being good against 50% of Decks. [/b]

Yes it is, I main 3. :mellow:

[b]No. Definitely not in such an early game state. Imbalanced game-starting states are bad, which this creates.[/b]
[/quote]

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[quote name='.Supervillain' timestamp='1292396719' post='4854009']
What? I don't get it.
[/quote]
For Slave of Chaos, it's basically a Union but instead of being Equipped to a monster on the field, you can place it in the Graveyard and declare / select the name of a monster in your Graveyard, as if it were equipped to that monster. And I am okay with my other 2 cards to be held off for a set, but will my Baby / Pet / Spell Cards for the Chaos Cards I submitted be put in the next Set as well? Or did someone else in the thread reject them and I missed it? Just wondering.
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Son/Baby/Pet/Bribe have all been added, then removed (see last page for reasoning)

Daughter & Sacrifice have been left in.

Oh yeah, I trimmed down the set. Wolf was left, ~35 cards were cut out, mostly things I mentioned last page. Before anyone QQs too hard, I've got a backup before I upload this. I'm just going to get some decent Normal Monsters & random other TCG jank before uploading this. Feel free to submit right now 'cus I'll be asleep in half an hour or so.
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[quote name='-Griffin' timestamp='1292456841' post='4855635']
Son/Baby/Pet/Bribe have all been added, then removed (see last page for reasoning)
[b]Don't you mean Sacrifice/Baby/Pet/Bribe?[/b]

Daughter & Sacrifice have been left in.
[b]Son?[/b]

Oh yeah, I trimmed down the set. Wolf was left, ~35 cards were cut out, mostly things I mentioned last page. Before anyone QQs too hard, I've got a backup before I upload this. I'm just going to get some decent Normal Monsters & random other TCG jank before uploading this. Feel free to submit right now 'cus I'll be asleep in half an hour or so.
[/quote]
So if I am reading your opinions right, will they be added perhaps in the next Set or the Set after that? Also, may I ask what do you mean by 'fluffy'? [strike]And yet another two question[/strike] May I still edit them for approval if needed? Was the Baby / Pet cards seeing to be useless a reason why they weren't added? Sorry for all the questions, just need to know >.> Can't really make a Deck out of the cards I make if I only get 2/8 of them are added.
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No, Son was removed and Sac was left.

'Fluffy' is a way of saying UP'd. Some people say to leave UP'd cards because they don't hurt anything, but that's deceptive. Fluffy includes the reason why UP'd is bad - it clogs up the set and gets in the way of people searching for things to build a valid Deck out of.

They won't be added again in their current form. They might be added later if conditions change or they're edited. You can still edit.



[b]Random TCG cards that I'll add if no-one objects by the time I wake up:[/b]
A Feather of a Phoenix
Cyber Valley
Amazoness Chain Master
Anteatereatingant
Barrel Dragon
Cold Enchanter
Cyber Phoenix
Dark Dust Spirit (I really like this card in this format. It gives a valid out to strong monsters, discourages reckless swarming, but takes a Normal Summon & tribute, so seems reasonably balanced if both players play reasonably well)
Dark Valkyria w/ 1600 ATK (less sure on this one, but worth input)
Deep Diver
Dimensional Alchemist (meh, maybe not)
Dragon Ice
Dragged Down Into the Grave
Fusilier Dragon, the Dual-Mode Beast
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-Griffin asked me to suggest certain kinds of cards (to broaden variety), and well... here's a few. lol (I'll get more based on the requested criteria later).


Giant Soldier of Stone (1300/2000 monster)
Mechanical Chaser
Apprentice Knight (1000/1000 Earth Warrior)
Millennium Shield
Archfiend Soldier
Blazing Inpachi
Divine Dragon Ragnarok
Dunames Dark Witch
Gemini Elf

Frostosaurus
Amphibian Beast
Spiral Serpent
Gemknight Crysta
Ally of Justice Clausolas
Empress Mantis
Luster Dragon #2
Summoned Skull

Share the Pain
Lucky Iron Axe
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[quote name='-Griffin' timestamp='1292458745' post='4855708']
No, Son was removed and Sac was left.
[b]Really? I'm on YVD right now and the only Chaos Cards I submitted are the Son and Daughter.[/b]

'Fluffy' is a way of saying UP'd. Some people say to leave UP'd cards because they don't hurt anything, but that's deceptive. Fluffy includes the reason why UP'd is bad - it clogs up the set and gets in the way of people searching for things to build a valid Deck out of.
[b]Thank you for clearing that out.[/b]

They won't be added again in their current form. They might be added later if conditions change or they're edited. You can still edit.
[b]Any suggestions on what to fix? I already have a way to fix Son, but suggestions on the others?[/b]
[/quote]
[spoiler=Revised Cards - To Be Updated Contstantly (Bolds being new to the card)]
|Son of Chaos|0|SET1|Spellcaster/Effect|Dark|4||1800|1500|This card is also treated as the LIGHT Attribute while on the field and the Graveyard. Once per turn, you can remove from play 1 monster on your opponent's side of the field. During the End Phase of this turn, the removed monster returns to the opponent's side of the field, in the same Battle Position. You can only active this effect if you control another "Chaos" monster. This card cannot declare an attack the turn you activate this effect.|
[b]^ Cannot attack when activate it's effect that turn[/b]

|Baby of Chaos|0||Spellcaster/Effect|Light|2||1300|1000|This card is also treated as the DARK Attribute while on the field and the Graveyard. Once per turn, while this card is in the Graveyard, you can remove from play the top card of your opponent's Deck. Your opponent then draws 1 card and reveals it. If the drawn card was a Monster Card, it is removed from play. You can only activate this effect if there is another "Chaos" monster in your Graveyard.|
[b]^ Removed Life Point Gain[/b]

|Pet of Chaos|0||Spellcaster/Effect|DARK|2||1000|1300|This card is also treated as the LIGHT Attribute while on the field and the Graveyard. Once per turn, while this card is in the Graveyard, you can remove from play the top card of your opponent's Deck. Your opponent then draws 1 card and reveals it. If the drawn card was a Spell or Trap Card, it is removed from play. You can only activate this effect if there is another "Chaos" monster in your Graveyard.|
[b]^ Removed Life Point Gain[/b]

|Apprentice of Chaos|0|SET1|Spellcaster/Union|Dark|3||1400|800|This card is also treated as the LIGHT Attribute while on the field and the Graveyard. Once per turn, during your Main Phase, you can equip this card to a LIGHT or DARK monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, if the equipped monster removes a card from play with it's effect, it can activate it's effect once again during that turn. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be remove from the field, remove this card to wherever the selected monster would go instead.)|
[b]^ Was Missed By You[/b]

|Slave of Chaos|0|SET1|Spellcaster/Union|Light|3||800|1400|This card is also treated as the DARK Attribute while on the field and the Graveyard. Once per turn, during your Main Phase, you can place this card in the Graveyard and declare the name of 1 LIGHT or DARK monster in your Graveyard, or remove it from the Graveyard it to Special Summon this card in face-up Defense Position. While in the Graveyard by this effect, if the selected monster you declared removes a card from play with it's effect, it can activate it's effect once again during that turn. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be remove from the Graveyard, remove this card to wherever the selected monster would go instead.)|
[b]^ Was Missed By You as well, and if you don't understand the effect, it's like a normal Union, but instead of equipping it to a monster on the field, you can place it in the Graveyard and declare the name of a monster in your Graveyard, which then this would benefit the monster while in the Graveyard, just like what a normal Union Monster does. No real new mechanic here or anything....I guess.[/b]

|Chaotic Bribe|0|SET1|Spell Card|Spell||Quick-Play|||Select up to 2 of your opponent's cards that are in their removed from play zone. Your opponent adds the selected card(s) to their hand. Draw 1 card for every card your opponent had added to their hand by this effect. If at least 1 of the cards that you drew were LIGHT or DARK Attributed, draw 1 more card.|
[b]^ You select the cards, not your opponent, slightly change the last effect.[/b]

|Chaotic Barrier|0|SET1|Trap Card|Trap||Counter|||Activate only when a LIGHT monster that is also treated as a DARK monster, or a DARK monster that is also treated as a LIGHT monster, would be removed from the field or Graveyard. The monster is not removed from the field or Graveyard, and the card that would have removed the monster is removed from play, along with any cards with the same name that is in either player's hand, Deck, or Graveyard.|
[b]^ Missed, Supervillain said it would / most likely be in the next Set / Update[/b]

|Chaotic Banishment|0|SET1|Trap Card|Trap||None|||This card can only be activated on your opponent's turn. Activate only when you control or have in your Graveyard at least 1 LIGHT monster that is also treated as a DARK monster, or a DARK monster that is also treated as LIGHT monster. Declare 1 Card Type. Until the next End Phase of this turn, any card Summoned or activates it's effect that has the declared Type is removed from play right after Summoning, or removed from play with the activation of the card's effect negated.|
[b]^ Missed, Supervillain said it would / most likely be in the next Set / Update[/b]
[/spoiler]
Chaotic Sacrifice you accepted, but you removed it and in place, put the (old) Son of Chaos instead, unless my YangLauncher is screwing with me. Anyone care to search up 'Chaos' on theirs (updated), and tell me which cards show up as well? I also re-submitted the 2 Trap Cards for the cards that I submitted, which you missed.
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[quote name='Anbu-of-Sand' timestamp='1292459719' post='4855769']
[spoiler=Revised Cards - To Be Updated Contstantly (Bolds being new to the card)]
|Son of Chaos|0|SET1|Spellcaster/Effect|Dark|4||1800|1500|This card is also treated as the LIGHT Attribute while on the field and the Graveyard. Once per turn, you can remove from play 1 monster on your opponent's side of the field. During the End Phase of this turn, the removed monster returns to the opponent's side of the field, in the same Battle Position. You can only active this effect if you control another "Chaos" monster. This card cannot declare an attack the turn you activate this effect.|
[b]^ Cannot attack when activate it's effect that turn[/b]

|Baby of Chaos|0||Spellcaster/Effect|Light|2||1300|1000|This card is also treated as the DARK Attribute while on the field and the Graveyard. Once per turn, while this card is in the Graveyard, you can remove from play the top card of your opponent's Deck. Your opponent then draws 1 card and reveals it. If the drawn card was a Monster Card, it is removed from play. You can only activate this effect if there is another "Chaos" monster in your Graveyard.|
[b]^ Removed Life Point Gain[/b]

|Pet of Chaos|0||Spellcaster/Effect|DARK|2||1000|1300|This card is also treated as the LIGHT Attribute while on the field and the Graveyard. Once per turn, while this card is in the Graveyard, you can remove from play the top card of your opponent's Deck. Your opponent then draws 1 card and reveals it. If the drawn card was a Spell or Trap Card, it is removed from play. You can only activate this effect if there is another "Chaos" monster in your Graveyard.|
[b]^ Removed Life Point Gain[/b]
[/spoiler]
[/quote]

Son's much improved, but the other two still don't seem to have much use besides making your opponent draw more and making you lose faster.

-The .set online hasn't been updated, but even the old version has all 6 Chaos Cards. Are you sure you're using YangLauncher to start YVD?

On that note, goodnight.
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[quote name='-Griffin' timestamp='1292459990' post='4855776']
Son's much improved, but the other two still don't seem to have much use besides making your opponent draw more and making you lose faster.
[b]Don't forget they remove from play your opponent's top card before doing so, with the slight possibility of that card they just drew being removed from play as well, but should I remove the drawing part as a whole then?[/b]

-The .set online hasn't been updated, but even the old version has all 6 Chaos Cards. Are you sure you're using YangLauncher to start YVD?
[b]I used Yang Launcher, only Chaos cards (or at least cards with Chaos in their name) are Chaos Dispeller, and Son / Daughter of Chaos. Perhaps you removed the wrong one?[/b]

On that note, goodnight.
[b]Good night.[/b]
[/quote]
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[quote name='-Griffin' timestamp='1292456841' post='4855635']
Son/Baby/Pet/Bribe have all been added, then removed (see last page for reasoning)

Daughter & Sacrifice have been left in.

Oh yeah, I trimmed down the set. Wolf was left, ~35 cards were cut out, mostly things I mentioned last page. Before anyone QQs too hard, I've got a backup before I upload this. I'm just going to get some decent Normal Monsters & random other TCG jank before uploading this. Feel free to submit right now 'cus I'll be asleep in half an hour or so.
[/quote]

Before you upload it, could you show me that new file please?

And why should we need Vanillas?
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@Anbu:
RFGing one card per turn isn't very useful .-.

@.super:
Sure, can do that

About Vanillas:
#1) Vanillas are almost sure to not be a problem for being broken
#2) Vanillas allow easily accessible beatsticks for a large amount of Decks.

Those combined makes the support more useful since the support actually has targets. It might be a bit of a quick-fix, but it's not a bad one.

Also; can people comment on the cards I suggested a bit earlier.
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[quote name='-Griffin' timestamp='1292490053' post='4856573']
@Anbu:
RFGing one card per turn isn't very useful .-.

@.super:
Sure, can do that

About Vanillas:
#1) Vanillas are almost sure to not be a problem for being broken
#2) Vanillas allow easily accessible beatsticks for a large amount of Decks.

Those combined makes the support more useful since the support actually has targets. It might be a bit of a quick-fix, but it's not a bad one.

Also; can people comment on the cards I suggested a bit earlier.
[/quote]

I don't know if you have to go school or if you have job, but most of us have to go to school till ~3.00 pm
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[quote name='-Griffin' timestamp='1292501305' post='4856654']
School ends that early in some places? .-. Always ended at 6.00pm for me.
[/quote]

6.00 pm??!! Wow, and I thought 6 hours per day was enough torment...

[quote name='-Griffin' timestamp='1292458745' post='4855708']
No, Son was removed and Sac was left.

'Fluffy' is a way of saying UP'd. Some people say to leave UP'd cards because they don't hurt anything, but that's deceptive. Fluffy includes the reason why UP'd is bad - it clogs up the set and gets in the way of people searching for things to build a valid Deck out of.

They won't be added again in their current form. They might be added later if conditions change or they're edited. You can still edit.



[b]Random TCG cards that I'll add if no-one objects by the time I wake up:[/b]
A Feather of a Phoenix [b]Nice[/b]
Cyber Valley [b]Nice[/b]
Amazoness Chain Master [b]How can you exchange cards in hands with YVD?[/b]
Anteatereatingant [b]Nice[/b]
Barrel Dragon [b]K..[/b]
Cold Enchanter [b]Not sure[/b]
Cyber Phoenix [b]K[/b]
Dark Dust Spirit (I really like this card in this format. It gives a valid out to strong monsters, discourages reckless swarming, but takes a Normal Summon & tribute, so seems reasonably balanced if both players play reasonably well) [b]Nice[/b]
Dark Valkyria w/ 1600 ATK (less sure on this one, but worth input) [b]K..[/b]
Deep Diver [b]Nice[/b]
Dimensional Alchemist (meh, maybe not) [b]Nice[/b]
Dragon Ice [b]Nice[/b]
Dragged Down Into the Grave [b]Nice[/b]
Fusilier Dragon, the Dual-Mode Beast [b]K[/b]
[/quote]

Could you show me that new .set file now, please?
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