judedudemude Posted January 4, 2011 Report Share Posted January 4, 2011 i had ocg help from cp14harpie if you wanna say anything now or never plus you cna help me with the ocg i came up with this idea after a i saw a topic about a sychro monster being sychro summon form the graveyard [img]http://img171.imageshack.us/img171/4509/248746k.jpg[/img] lore as long as "Warp Noise Idol" is on the field this card can not be destoryed by your opperent"s card effects. as long this is on the field both players can remove form play as many as the ycan "Warp Noise" Monsters for thier hand [img]http://img25.imageshack.us/img25/5958/248746.jpg[/img] lore if "Warp Noise Zone" is not on the field destory this card. long as "Warp Noise Zone" is on the field this card can not be destoryed by your opperent"s card effects. as long this is on the field both players can remove form play as many as "Warp Noise" Monsters for their hand [IMG]http://i758.photobucket.com/albums/xx221/judedudemud3/createcard.jpg[/IMG] lore When this card is Synchro Summoned, remove this card from play and you can remove from play "Warp Noise Crimzok" and 1 other "Warp Noise" monster from your Graveyard.. During your Main Phase, you can Special Summon this removed from play card. During your End Phase inflict 1000 points of Damage to your opponent and remove this face-up card from play. [IMG]http://i758.photobucket.com/albums/xx221/judedudemud3/createcard-1.jpg[/IMG] lore This card cannot be Normal Summoned or Set. This card can only be Special Summoned while it removed from play. Once per turn, draw 1 card. During your End Phase, remove this card from play. [IMG]http://i758.photobucket.com/albums/xx221/judedudemud3/createcard-2.jpg[/IMG] lore This card cannot be Normal Summoned or Set. This card can only be Special Summoned while it removed from play. Once per turn, draw 1 card. During your End Phase, remove this card from play. This card can only be used as a Synchro Material monster for the Synchro Summon of a "Warp Noise" monster. [img]http://img171.imageshack.us/img171/8418/248746p.jpg[/img] lore "Warp Noise Defensivenok" + 1 or more "White Noise" non Tuner Monster When This Monster Is Sychro Summon Removed This card From Play. This card can be Special Summoned when it is Removed From Play. When This Monster Is Sychro Summon Removed from Play "White Noise Deffensivenok" and 1 ohter "White Noise" Monster in your Graveyard. During your End Phase Removed This Card From Play. This Monster Can Attack Directly This Monster cannot be Selected as a Attack Target. During Every End Phase If this Card is Removed From Play Inflict 1000 to Your Operent"s Life Points [img]http://img534.imageshack.us/img534/5958/248746.jpg[/img] lore If This Card is in your Hand Removed This Card from Play This card cannot be Normal Summoned or Set. This card can only be Special Summoned when it is Removed From Play. during your End Phase Removed This Card From Play. this card can attack directly. Once Per Turn Draw 2 Cards [img]http://img832.imageshack.us/img832/5958/248746.jpg[/img] lore If This Card is in your Hand Removed This Card from Play This card cannot be Normal Summoned or Set. This card can only be Special Summoned when it is Removed From Play. during your End Phase Removed This Card From Play. Once Per Turn you can change this Card into Defense Position. Once Per Turn Draw 2 Cards Link to comment Share on other sites More sharing options...
Zkaiser Posted January 4, 2011 Report Share Posted January 4, 2011 You should die because of those typos and horrible pics. The effects are wonky as well. Blastyshonok or whatever is mad confusing. Not to mention that drawing 1+ cards with no cost is broken no matter how the monster got on the field. The mass spamming of monsters is also frowned upon as well. Also, I'm not feeling the redundancy of the Field card and the Continuous; Give one of them an extra effect. I like the concept, though. Work with it and it can be good. 4/10 Link to comment Share on other sites More sharing options...
judedudemude Posted January 4, 2011 Author Report Share Posted January 4, 2011 a little harsh with the whole dying part ??? but i just need a little help with ocg plus i just copy a pic i dont draw ..... (any more) you use the warp noise zone and warp noise idol which you gives you the chance to removed form play form your hand warp noise monsters (warp noise can only be ss from the rfp anyways at the end of the turn the are removed form play) so once they are removed form play they can be ss every turn (even the sychros) i was going for a rfp spirit monster set i did not fix the last 3 monster effect to be ocg plus the once per turn : draw one card allows you a chance to draw anthor warp noise monster which can be rfp then can be ss Link to comment Share on other sites More sharing options...
Zkaiser Posted January 4, 2011 Report Share Posted January 4, 2011 No, the pictures and grammar are really that bad. Also, to note, the stats on these monsters are ridiculous. 4 star 3000 DEF Tuner? I wold run Chaos Sorcerer, Armageddon Knights and D.D. Scout Plane all day. Link to comment Share on other sites More sharing options...
judedudemude Posted January 4, 2011 Author Report Share Posted January 4, 2011 i could get some help with the ocg plus deffensivenok can only be ss when its rfp 2nd it a tuner but it can only be used sychro summon "warp noise" sychro monster so i say its more or less balanced (3000 deffense might be a tad much but it is removed form play at the end of the turn so its balanced) 3rd no matter how many choas sorcesor armageddon knight there effect only happen during you turn as long the warp noise are rfp the can be ss so if i have 5 warp noise rfp i can ss during my next turn (might wanna try a differnet tatic for this kind of deck) lol Link to comment Share on other sites More sharing options...
War Chess Posted January 13, 2011 Report Share Posted January 13, 2011 Overrall Judge : You don't actually need to write "As long as this card is on the field" almost every phrase. The first 2 Spells have the same effect, but 1 is a field and the other is continous. The effects, in terms of balance, are kinda OP, as they act like a heavy burn and an excessive draw method. The only card with good image is Crimmannok. The others either have bad quality, poor background or are not realistic. The OCG needs help, but this can be fixed with time. While writing, try not to do it too fast, because the card loses value with typing errors. Write carefully and with patience, review then post it. 5/10 Try harder next time. Link to comment Share on other sites More sharing options...
Max Darkness Posted January 13, 2011 Report Share Posted January 13, 2011 What's the point of having both "Warp Zone Noise" and "Warp Zone Noise Idol"? They are identical (and both are "Neo Space's" inverted image). "Crimmannok" is an easy set-up for a second Synchro Summon and is a quick and simply burn which returns each and every turn. "Brickrannok"; a Level 4 Dragon with 2000 ATK...not to mention that it allows a draw every turn. "Formula Synchron" only allows a draw when it is Synchro Summoned; and the "Fabled" drawers require a discard in return for the new card. And the fact that it cannot be Normal Summoned or Set is no problem at all. "Dark World Dealings" or "Hand Destruction" combined with "Macro Cosmos" or "Dimensional Fissure" (or your own "Warp Zone Noise") can easily remove it from play to Special Summon it, get a draw and then attack with 2000 ATK. And as mentioned, "Crimmannok" can instantly set this card and a Tuner up to return to the field and activate. "Crimzok" is the same. You can't have a Level 4 with a drawing effect unless it has something to balance it. In this case, the 0/0 ATK/DEF is not enough, since it will be instantly tuned to Synchro Summon "Crimmannok", and with "Dimensional Fissure" on the field, both the materials will be removed from play, meaning they can return; synch again, and then return and synch a third time. For reference; that's three Level 8 Synchros, 3000 points of burn damage and six free cards...in one turn(!) "Blastyoshnok" is just a joke. A poor image and the fact it can direct attack for 2450 damage and cannot be attacked. The "Earthbound Immortals" need a Field Spell to survive. Whereas this can exist on its own, and while it's removed from play, it's 1000 damage per turn. Not just your turn; but every turn. ie, your opponent has at most 8 turns to survive while this is removed from play. "Carrynok" is flawed like the rest, but possibly more so. 2 cards per turn. Last time I checked, "Pot of Greed" was banned. "Deffensivenok" questions whether you've ever actually played YuGiOh. A Level 4 LIGHT Dragon Tuner with 0 ATK (so prime fodder for "Cards of Consonance", which will remove it from play while "Dimensional Fissure" is face-up) and 3000(!) DEF. Not only that, but it allows you to draw 2 cards per turn. So, let's consider the Synchro swarm again. Remove "Deffensivenok" and "Carrynok" and Special Summon them. Activate, then tune the pair to Synchro Summon "Blastyoshnok". Special Summon and repeat twice. Then Special Summon "Deffensivenok" and the trio of "Blastyoshnok". Attack directly with the Synchros and remove them from play to inflict burn damage. Overall, 7350 points of battle damage, 3000 points of burn damage, and incredibly...[size=5][b]14[/b][/size] cards! Please explain how that is not broken. Link to comment Share on other sites More sharing options...
judedudemude Posted January 14, 2011 Author Report Share Posted January 14, 2011 CHO !!! Maxie D 1st the 2 spell cards are susposed to be "put together" to make imune to enemy card effects plus give the needed effect for the ONLY WAY TO SUMMON warp noise monster (using the other card you mention would put other card that you do not need to be removed form play) the warp noise idol can only be played when warp noise zone is on the flied so its not like make the card immune right off the bat plus monster effects and other stuff can stop and or prevent it form happnening 2nd i wanted all warp noise to be removed as soon as they are in your hand so they can be special summon (kinda like spirit monster but you know differnetly) 3rd at the end of the turn all of the warp noise are remove from play (but as long as they are removed from play they can be special summon the next turn) but "leaves you hanging" which make this effect and archtype balanced 4th the draw effect can or can not be used its up to the player (give the player to draw a new warp noise which then is removed form play which then can be special summoned i think this effect is balanced because exchange for monster of spells and traps you lose alot of you deck like the lightsworn deck) 5th the other warp noise effect seem off which i amit is proably way off but can be fixed plus the contuniious sychro effect can be stop by oppernet card effects and at the end of the turn all warp noise are removed form play and next turn you can only chose 5 warp noise to bring back and the warp noise sychro monster have to stay removed for a turn so the burn effect can take place so have the sychro or deal damage during the end phase so in a way sort of balance my ocg needs alot of work plus i no longer draw the pics form my monsters (i have my reasons) so i nab the pics off the internet so i will not recieve any points for the image when some one rates if you help me with the ocg it will help a little Link to comment Share on other sites More sharing options...
judedudemude Posted January 16, 2011 Author Report Share Posted January 16, 2011 bump for comments please Link to comment Share on other sites More sharing options...
Max Darkness Posted January 16, 2011 Report Share Posted January 16, 2011 [quote name='judedudemude' timestamp='1294984323' post='4933723'] CHO !!! Maxie D 1st the 2 spell cards are susposed to be "put together" to make imune to enemy card effects plus give the needed effect for the ONLY WAY TO SUMMON warp noise monster (using the other card you mention would put other card that you do not need to be removed form play) the warp noise idol can only be played when warp noise zone is on the flied so its not like make the card immune right off the bat plus monster effects and other stuff can stop and or prevent it form happnening [/quote] This is far from the only way to summon "Warp Noise" monsters. Anything that removes from play can set them up. And since there are no limits on how many times they can be summoned back, the Synchros endlessly restock your RFP Zone to re-Summon and re-Synchro. And it doesn't change the fact that they are basically identical, so have no need of both existing. Plus, being a Field Spell, "Terraforming" and "Demise of the Land" can easily get it to the field. [quote name='judedudemude' timestamp='1294984323' post='4933723'] 3rd at the end of the turn all of the warp noise are remove from play (but as long as they are removed from play they can be special summon the next turn) but "leaves you hanging" which make this effect and archtype balanced [/quote] Really? "Waboku", "Threatening Roar", "Negate Attack", "Defense Draw", "Magic Cylinder", "Mirror Force", "Dimensional Prison", "Bottomless Trap Hole", "Swords of Revealing Light", "Nightmare's Steelcage" and every other card that stops your opponent attacking, prevents you from taking damage, or destroys or removes your opponent's monsters say hi. Since you need at most three cards in your hand to set up a Synchro Summon, that's another three that can be used to stall your opponent during their next turns. [quote name='judedudemude' timestamp='1294984323' post='4933723'] 4th the draw effect can or can not be used its up to the player (give the player to draw a new warp noise which then is removed form play which then can be special summoned i think this effect is balanced because exchange for monster of spells and traps you lose alot of you deck like the lightsworn deck) [/quote] That's not the point! Endless easy draw power is a broken effect. 14 free draws (16 if you re-summon the non-Tuner) in one turn is an insult to realistic effects. And since it's optional, it's not as if when you have a low Deck you're forced to draw. All easy draw cards have been banned or limited, for good reason. And drawing is not the same as milling (the "Lightsworn" mechanic). If you draw cards, you can use them then; you don't have to retrieve them or rely on their effects. Drawing is not 'losing your Deck'. [quote name='judedudemude' timestamp='1294984323' post='4933723'] 5th the other warp noise effect seem off which i amit is proably way off but can be fixed plus the contuniious sychro effect can be stop by oppernet card effects and at the end of the turn all warp noise are removed form play and next turn you can only chose 5 warp noise to bring back and the warp noise sychro monster have to stay removed for a turn so the burn effect can take place so have the sychro or deal damage during the end phase so in a way sort of balance [/quote] So it can be stopped. As can most monsters. Doesn't clear an "Earthbound Immortal" wanna-be. Plus, because it's a Continuous Effect, it doesn't trigger, meaning cards cannot be chained to it (like cards cannot be chained to the "Ancient Gear" monsters' shared effect). It doesn't need to wait a turn to burn because it's written as every End Phase that it's removed from play. ie, it would remove itself with its effect, then activate. The same way "Stardust Dragon" can Tribute itself during the End Phase to stop a card effect then immediately re-summon itself. So it is still capable of attacking directly and then burning for at least 3450 damage in one turn. [quote name='judedudemude' timestamp='1294984323' post='4933723'] my ocg needs alot of work plus i no longer draw the pics form my monsters (i have my reasons) so i nab the pics off the internet so i will not recieve any points for the image when some one rates if you help me with the ocg it will help a little [/quote] Work on the balance first. Link to comment Share on other sites More sharing options...
judedudemude Posted January 17, 2011 Author Report Share Posted January 17, 2011 allright wanna help me mak it balanced ??? Link to comment Share on other sites More sharing options...
judedudemude Posted January 18, 2011 Author Report Share Posted January 18, 2011 bump Link to comment Share on other sites More sharing options...
judedudemude Posted January 20, 2011 Author Report Share Posted January 20, 2011 bump for comments Link to comment Share on other sites More sharing options...
judedudemude Posted January 21, 2011 Author Report Share Posted January 21, 2011 bump for comments Link to comment Share on other sites More sharing options...
judedudemude Posted January 23, 2011 Author Report Share Posted January 23, 2011 bump Link to comment Share on other sites More sharing options...
judedudemude Posted January 28, 2011 Author Report Share Posted January 28, 2011 bump for comments Link to comment Share on other sites More sharing options...
judedudemude Posted February 1, 2011 Author Report Share Posted February 1, 2011 bump Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.