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¡Spin-offs! [5/??]


Smesh

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[center]I said "Screw archetypes. That's what everyone does." So I made this. I'll be doing random spin-offs of random cards and putting them here. Hopefully they're playable and possible to be put into real decks (if the cards existed, of course).

So without further ado, here's the Spin-off Archive.

[spoiler=Thousand-Eyes Deathbringer]
[spoiler=Spin-off of:]
http://yugioh.wikia.com/wiki/Thousand-Eyes_Idol
You know, the useless card that fused with Relinquised to make that badass card "Thousand-Eyes Restrict"?[/spoiler]
[img]http://img821.imageshack.us/img821/343/221030v.jpg[/img]
1 or more Tuners + Thousand-Eyes Idol + 1 or more non-Tuner monsters
When this card is Summoned, equip all monsters your opponent controls to this card. This card gains the combined ATK and DEF of all monsters equipped to it. Select one monster equipped to this card. This card gains that monster's effect. If this card were to be destroyed, you can destroy 1 monster equipped to it instead.[/spoiler]
[spoiler=Necromancer Archfiend]
[spoiler=Spin-off of:]
http://yugioh.wikia.com/wiki/Dark_Necrofear & http://yugioh.wikia.com/wiki/Archfiend
I combined Necrofear's possession ability with the power and cost of archfiends. This card is really easy to keep Special Summoning if you have "Pandemonium". Therefore, you don't pay the cost.[/spoiler]
[img]http://img684.imageshack.us/img684/7820/221030f.jpg[/img]
"Dark Necrofear" + 1 "Archfiend" monster
The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is destroyed, equip it to a monster your opponent controls during the End Phase of this turn. Take control of the equipped monster. If the monster this card is equipped to is destroyed by battle, you can Special Summon this card to your field during the End Phase.[/spoiler]
[spoiler=Vampire Exodus]
[spoiler=Spin-off Of:]
http://yugioh.wikia.com/wiki/Vampire_Lady & http://yugioh.wikia.com/wiki/Vampire_Lord
I used the common effect between them...Just more powerful[/spoiler]
[img]http://img713.imageshack.us/img713/6859/221030k.jpg[/img]
"Vampire Lord" + "Vampire Lady"
Each time this card inflicts Battle Damage to your opponent's Life Points, declare 1 card type (Monster, Spell or Trap). Your opponent selects 1 card of that type from their Deck and sends it to the Graveyard. If the selected card was a Monster, you can send 1 card from your Deck with an equal or higher Level to the Graveyard to add the selected card to your hand. If the selected card was a Spell or Trap, you can discard 1 Spell or Trap card to set the selected card in 1 of your Spell and Trap Zones.

Err...Pretend the Attribute is Dark.[/spoiler]
[spoiler=Eternal Dragon - Envoy of Creation and Apocalypse]
[img]http://img203.imageshack.us/img203/7369/221030.jpg[/img]
"Chaos Sorcerer" + "Black Luster Soldier - Envoy of the Beginning" + "Chaos Emperor Dragon - Envoy of the End"
This card cannot be targeted by Spells, Traps, or monster effects. Once per turn, you can activate one of the following effects:
-Remove 1 LIGHT monster in your Graveyard from play. Destroy all cards on the field, except this one.
-Remove 1 DARK monster in your Graveyard from play. This card gains an additional attack for each card that has been removed from play by this card's effect.[/spoiler]
[spoiler=Dragon King Bartemaeus]
[spoiler=Spin-Off of:]
http://yugioh.wikia.com/wiki/Light_and_Darkness_Dragon & http://yugioh.wikia.com/wiki/Beast_King_Barbaros
Added Barbaros destruction effect to LaDD's negating effect.[/spoiler]
[img]http://img534.imageshack.us/img534/7369/221030.jpg[/img]
"Beast King Barbaros" + "Light and Darkness Dragon"
This monster is also treated as DARK and LIGHT. Once per turn, you can Tribute 2 monsters you control to destroy all cards your opponent controls. When a Spell or Trap Card is activated, or the effect of an Effect Monster is activated, that activation is negated, this card loses 500 ATK and DEF, and inflict 200 Damage to your opponent. When this card is destroyed and sent to the Graveyard, select 1 monster in your Graveyard. Then destroy all cards you control, and Special Summon that monster.[/spoiler]


[spoiler=Have a request?]
Card(s) to Spin-off: (provide link to wikia or something)
(not all requests will be filled)
[/spoiler]


[/center]
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I like it overall. However, it's a gamble to play (your opponent would need to have a decent field to get the best out of this card) and why 1 or more Tuners? It seems pointless overall, but I guess it doesn't matter. OCG is fine, it isn't really playable because of the summoning conditions and the timing, but if you could get it on the field it would be sweet. 8/10

Can't wait to see more.
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OCG: 1 or more Tuners + Thousand-Eyes Idol + 1 or more non-Tuner monsters
When this card is Summoned, equip all monsters your opponent controls to this card. This card gains the combined ATK and DEF of all monsters equipped to it. Select one monster equipped to this card. This card gains that monster's effect. If this card [b]is[/b] destroyed, you can destroy 1 monster equipped to it instead.

Minor OCG fix.

Depending on the deck you have, you could call this card OP'ed but it really seems fine to me.

9.8/10
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[quote name='FTW (For The Wynn)' timestamp='1292629793' post='4860035']
Psh, you're far from a noob. It's actually a decent card overall.
[/quote]

I was talking about me using a YGOTAS quote.

[quote name='Coyote Starrk' timestamp='1292629796' post='4860037']
Wait. I'm not Ice! ;]
[/quote]

Oh u.
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[quote name='~{Rochster}~' timestamp='1292632365' post='4860163']
but that pic has already been used, so 9/10.
[/quote]

ono wat evar shall i do.

Thanks, though. I'm gonna add another card soon. I'm thinking a Spin-off of Dark Necrofear.

Added Necromancer Archfiend.
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Card the First:
Most of what has to be said has been, so let me add my own little thing. "Why a Synchro?"

Honestly, I do want to know. With the power this thing has, and the ease of summoning when it comes to Synchros, why a Synchro monster? I find it a little OP'ed, but I can't think of many ways to fix it without the card dying.

I suppose it's due to Thousand Eyes Restrict and Relinquished, but still. All in all, a good card, maybe a little Op'ed, but good nevertheless.

BTW, Tuningware loves that card. Maybe make it 1 Tuner.

Card the Second:
The fact you made it a non optional pay saved that card from being OP'ed without a doubt. It's basically Dark Necrofear with a 500 point costs, except this returns when the card is destroyed in battle. I guess that fact it can stand up for itself in battle is a nice little perk too.

I find it more playable then Necrofear, although I don't see how to make it work best. I guess it's due to the none awesomeness of Archfiends. A good card in general Smesh.

Now, a request.


Card(s) to Spin-off: [url=http://yugioh.wikia.com/wiki/Vampire_Lord]Vampire Lord[/url]

An old favorite of mine, although not too great a card, it's fun.
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[color=blue][b]Thousand-Eyes Deathbringer[/b][/color]

[b]OCG / Common Sense:[/b]
OCG is flawless. No errors whatsoever.

[b]Effect / Usefulness:[/b]
As soon as it's Summoned, this monster gobbles up all your opponent's monsters all in one bite. Gaining the total ATK and DEF of all of them, plus gaining one of those monsters effects. It can also use those cards to protect it from getting destroyed. The card although at quite the high Level, can perhaps finally put a use to Thousand-Eyes Idol and bring Vanillas back into the Meta as well, which I really like, seeing it's always fun getting out some Vanilla and seeing your opponent go all O_o

[b]Originality / Balance:[/b]
HOWEVER, the card is quite overpowering. Being able to eat all of your opponent's monsters is one thing, but gaining the total ATK and DEF of all of them is another. This will most likely become a 4000 ATK / DEF and higher beater. Perhaps only out of all the monsters, it only gains the total ATK and DEF of 2 of them or something? It also is quite original, mainly with it's Synchro Material, but I think there is no use of the whole '1 or more Tuners' if you can just go for 1, perhaps 2 or more if you want to go for it.

[b]Ratings:[/b]
OCG / Common Sense: 2/2
Effect / Usefulness: 4/4
Originality / Balance: 2/4
[b]Overall: 8/10[/b]

[color=blue][b]Necromancer Archfiend[/b][/color]

[b]OCG / Common Sense:[/b]
OCG is flawless. No errors whatsoever.

[b]Effect / Usefulness:[/b]
This should go [strike]odd[/strike] good. The card has a standard cost of 500 per Standby, which is the Archfiend part. The card when destroyed, equips it to any monster your opponent controls, thus literally then taking control of the monster, bringing it to your field to use. As a backup, if the monster you stole ends up getting ran over just after getting it or so, you get this card back onto your field as I guess you can say a 'gift'. Although the effect is pretty bad ass, the Fusion Materials make this really hard to get out, so it uses are very, very, limited.

[b]Originality / Balance:[/b]
It is quite original though. Using 2 somewhat crappy cards to make one super bad ass card is quite impressive. Balance on the other hand, is too questionable. For such a good effect, the small Life Point cost of 500 (which can be easily be avoided through like you said, Pandemonium), is useless. It's superb stats also make it a 2900 beater along as a 3500 wall as a backup. I'd lower the DEF to 3000, and the ATK to 2600 or so. Perhaps up the Life Point cost, or at the least, have it that the cost cannot be avoided through Pandemonium.

[b]Ratings:[/b]
OCG / Common Sense: 2/2
Effect / Usefulness: 2/4
Originality / Balance: 2/4
[b]Overall: 6/10[/b]
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