Andross88 Posted January 13, 2011 Report Share Posted January 13, 2011 EDIT: @Bringerofcake: At first glance, your cards seemed well, not that good, but annoying if they were played correctly. Upon further thought, I think that they are all pretty balanced, but would work best if not all used together (Like only using 2 of the Casks, and using Fusion Subs). I may write more later on specifics, but I wanted to commend you for doing a good job. @Mystery Guest: I see your point, but I don't think the card is terribly imba. I will change it though, mostly because I have a better idea that makes more conceptual sense. Also, I really don't like the having to write exceptions (in this case, Harpie's Brother), so I'm going to make Harpie's Brother a Harpie support card as well. New and/or updated cards: Birdman (Harpie's Brother's translated Japanese name) WIND/Level 4/Winged Beast/Gemini/ATK 1900/DEF 600 This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: ● This face-up card's name is treated as "Harpie's Brother". Cyber Shield Equip Spell You can activate this card from your hand during either player's Main Phase. Equip only to a “Harpie Lady” Monster. It gains 500 ATK. When you Summon a “Harpie” Monster, you can return this card from your side of the field to the owner's hand. Harpie's Feather Duster Normal Spell Activate only while you control 3 or more face-up "Harpie Lady" cards. Destroy all Spell and Trap Cards your opponent controls. Harpie's Pet Baby Dragon WIND/Level 4/Dragon/Effect/ATK 1200/DEF 600 This card accumulates effects according to the number of Winged Beast-Type “Harpie” Monsters you control. At least 1: While this card is face-up on the field, your opponent cannot select Winged Beast-Type Monsters you control as attack targets. At least 2: Double the original ATK and DEF of this card. At least 3: Once per turn, you can destroy 1 card your opponent controls. Harpie's Pet Dragon WIND/Level 6/Dragon/Synchro/Effect/ATK 2000/DEF 2500 “Harpie Girl” + 1 or more non-Tuner WIND Monsters Increase this card's ATK and DEF by 300 for each “Harpie Lady” card you control. As long as this card is face-up on the field, “Harpie Lady” cards you control cannot be selected as attack targets. If a Dragon-Type Monster is used to Synchro Summon this card, this card gains the following effect: -Once per turn, if you control another “Harpie” card, you can select and destroy 1 card on the field. Link to comment
Andross88 Posted January 17, 2011 Report Share Posted January 17, 2011 No love for this topic... Well, I worked on some Dark Scorpion stuff and I guess I'll post it: Dark Scorpion - Cliff the Remover DARK/Level 3/Warrior/Effect/ATK 1400/DEF 1100 When this card inflicts Battle Damage to your opponent, you can select and activate 1 of the following effects: -Destroy 1 Spell or Trap Card on the field. -Send the top 2 cards of your opponent's Deck to the Graveyard. Dark Scorpion - Chick the Yellow DARK/Level 3/Warrior/Effect/ATK 1100/DEF 1200 When this card inflicts Battle Damage to your opponent, you can select and activate 1 of the following effects: -Return 1 card your opponent controls to its owner's hand. -Send the top 2 cards of your opponent's Deck to the Graveyard. Dark Scorpion - Gorg the Strong DARK/Level 5/Warrior/Effect/ATK 2100/DEF 1500 When this card inflicts Battle Damage to your opponent, you can select and activate 1 of the following effects: -Return 1 Monster Card your opponent controls to the top of its owner's Deck. -Send the top 4 cards of your opponent's Deck to the Graveyard. Dark Scorpion - Meanae the Thorn DARK/Level 4/Warrior/Effect/ATK 1000/DEF 2100 When this card inflicts Battle Damage to your opponent, you can select and activate 1 of the following effects: -Add 1 "Dark Scorpion" card from your Deck or Graveyard to your hand. -Send the top 3 cards of your opponent's Deck to the Graveyard. Dark Scorpion - Zaloog the Leader DARK/Level 4/Warrior/Effect/ATK 1500/DEF 1700 When this card inflicts Battle Damage to your opponent, you can select and activate 1 of the following effects: -Discard 1 random card from your opponent's hand. -Send the top 3 cards of your opponent's Deck to the Graveyard. Dark Scorpion Burglars DARK/Level 10/Warrior/Effect/ATK 1000/DEF 1000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having 5 or more "Dark Scorpion" monsters with different names in your Graveyard. This card gains 300 ATK for each "Dark Scorpion" card in your Graveyard. When this card inflicts Battle Damage to your opponent, you can select 1 "Dark Scorpion" monster in your Graveyard, except "Dark Scorpion Burglars". Remove it from play, and apply 1 or both of that monster's effects as this card's effect. Dark Scorpion Combination Normal Trap You can only activate this card while you control 2 or more "Dark Scorpion" monsters. During this turn, "Dark Scorpion" cards you control can attack your opponent directly. Battle Damage inflicted by each "Dark Scorpion" monster this turn becomes 400. Mustering of the Dark Scorpions Normal Spell Activate while you control a "Dark Scorpion" monster. Activate 1 of the following effects: -Special Summon any number of "Dark Scorpion" cards from your hand. (You can only Special Summon up to 1 card with a given card name.) -Select and Special Summon 1 "Dark Scorpion" monster from your Graveyard. Dark Scorpion - Zaloog the Bold (Previously known as Legacy Hunter) DARK/Level 4/Warrior/Effect/ATK 1100/DEF 1700 When this card inflicts Battle Damage to your opponent, you can select and activate 1 of the following effects: -Return 1 random card in your opponent's hand to their Deck. -Send the top 3 cards of your opponent's Deck to the Graveyard. Needle Wall Continuous Trap During your Standby Phase, roll a die. Treat your opponent's Monster Card Zone as # 1-5, counting from your right. Destroy the monster that is in the same Monster Card Zone as the dice result. If the result is 6, roll again. (If you control a "Dark Scorpion" monster, you may roll 1 additional die for each "Dark Scorpion" monster you control. Then, you may select 1 of the rolls and apply it for this card's effect.) Timidity Normal Spell Neither player can destroy Set Spell and Trap Cards you control or "Dark Scorpion" monsters you control until your opponent's End Phase. Trap Dustshoot Normal Trap Activate only when your opponent has 5 or more cards in their hand. (If you control a "Dark Scorpion" monster, you may activate this card while there are 3 or more cards in your opponent's hand.) Look at your opponent's hand, select 1 Monster Card in it, and return that card to its owner's Deck. Notes: I added 300 ATK/DEF points to each monster, as many of the Dark Scorpions stats were simply insufficient in the modern meta. I simplified the naming system and made the support cards more comprehensive. I strengthened an alternate strategy for Dark Scorpions, decking the opponent out. I added a boss monster, Dark Scorpion Burglars. Finally, because the "related" cards section in yugioh.wikia had 4 cards related to Dark Scorpions, of which 3 were worthless and 1 was limited, I decided to add those cards to the Dark Scorpion archetype. All of them basically do the same thing, but they work even better with Dark Scorpions. Oh, and because of my edit of Chick the Yellow, a Makyura the Destructor unbanning would be conceivable. I would like to do Destiny Heroes and/or Evil Heroes next, but I won't spend the time on it if this thread is going to die. So I guess I'll wait and see what happens before I continue. Link to comment
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