Aesirson Posted January 12, 2011 Report Share Posted January 12, 2011 [spoiler=The D-GOD Archetype] D-GOD Machine/Effect/DIVINE/10 Stars This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "GOD CODE: Alpha". If there's no face-up "GOD CODE: Delta" on the field, destroy this card. This card cannot be destroyed by battle. This card gets these effects, based on the number of different "GOD CODE" monsters you control: ● 1+: Increase the ATK and DEF of this card by 1000 for each "GOD CODE" monster you control. ● 2+: Once per turn, when this card would be destroyed by a Spell, Trap or Effect Monster's effect, remove from play one Spell or Trap card on your field to negate that card's effect and destroy it. ● 3+: This card cannot be targeted by the effect of Spell, Trap or Monster effects. ● 4+: You win the Duel. ATK/1000 DEF/0 GOD CODE: Kappa Machine/Effect/DIVINE/2 Stars This card cannot be Special Summoned. If there's no "D-GOD" on your field, destroy this card. Your opponent cannot select this card as an attack target. ATK/0 DEF/0 GOD CODE: Alpha Machine/Effect/DIVINE/2 Stars This card cannot be Special Summoned. If there's no "D-GOD" on your field, destroy this card. Your opponent cannot select this card as an attack target. ATK/0 DEF/0 GOD CODE: Mu Machine/Effect/DIVINE/2 Stars This card cannot be Special Summoned. If there's no "D-GOD" on your field, destroy this card. Your opponent cannot select this card as an attack target. ATK/0 DEF/0 GOD CODE: Iota Machine/Effect/DIVINE/2 Stars This card cannot be Special Summoned. If there's no "D-GOD" on your field, destroy this card. Your opponent cannot select this card as an attack target. ATK/0 DEF/0 GOD CODE: Delta Continuous Spell Card Remove from play all cards on your field, except this card, and Special Summon 1 "D-GOD" from your hand. Once during your turn, you can remove from play 1 "GOD CODE" card from your hand to draw 1 card. WHen this card would be removed from the field, you can remove 1 "D-GOD" monster or "GOD CODE" monster on your field from play instead. D-GOD Sentinel Warrior/Effect/LIGHT/4 Stars When this card is Normal Summoned, reveal cards from the top of your Deck equal to the number of "D-GOD" and "GOD CODE" monster you control and Special Summon 1 "D-GOD" monster or "GOD CODE" monster among them to your field. Remove the rest from play. During your End Phase, you can remove this card on your field from play. ATK/1500 DEF/1200 D-GOD Prototype Machine/Effect/LIGHT/5 Stars This card cannot be Normal Summoned. You can Special Summon this card from your hand when a monster on your field is removed from play during your End Phase. Increase the ATK of this card by 300 for each of your removed from play "GOD CODE" monsters and "D-GOD" monsters. ATK/1800 DEF/2000 D-GOD Spiral Warrior/Tuner/LIGHT/2 Stars When this card is Normal Summoned, if you have a removed from play "GOD CODE" monster, you can return 1 of your removed from play "GOD CODE" monsters to the Graveyard to Special Summon 1 "D-GOD Spiral" from your hand, Deck or Graveyard. ATK/0 DEF/0 D-GOD Dragon Dragon/Synchro/LIGHT/9 Stars 2 "D-GOD" Tuners + 1 or more non-Tuner "D-GOD" monster(s) When this card is Synchro Summoned, remove from play all cards on your field. (except this card) Increase this cards ATK by 300 for every card removed this way. You can add 1 "GOD CODE" monster from your Deck to your hand instead of conducting a normal draw in your Draw Phase. Once during your turn, you can remove this card from play. If you do, return it to your field during your next Standby Phase. ATK/2500 DEF/2100 Dimensional Shift Normal Spell Card This card can only be activated if its the only card in your hand. Both players add two of their removed from play cards to their hands.[/spoiler][spoiler=Tempus Achetype] Tempus Beetle Insect/Tuner/DARK/4 Stars When this card has been on the field for 2 or more turns it gains the following effect: ● You can Special Summon 1 Level 6 or lower "Tempus" monster from your hand. This effect can only be activated twice per Duel, and only on your turn. ATK/200 DEF/1400 Tempus Magician Spellcaster/Tuner/DARK/2 Stars If you control a "Tempus" monster that was not Normal Summoned during this turn, you can Special Summon this card from your hand. Once per duel, you can move the turn count forward by 2. ATK/800 DEF/100 Tempus Berzerker Dinosaur/Effect/DARK/6 Stars During the turn this card was Summoned, it deals piercing damage. When this card destroys a monster by battle and sends it to the Graveyard, deal damage to your opponent opponent equal to the DEF of this card. This effect does not apply during the turn this card was Summoned. ATK/2400 DEF/800 Tempus Raptor Dinosaur/Effect/DARK/4 Stars You can discard this card to add 1 "Time-Warped World" to your hand from your Deck. When this card is destroyed by battle, you can Special Summon 1 "Tempus" monster from your Deck with 1500 or lower ATK. ATK/1800 DEF/1100 Tempus Drake Dragon/Effect/DARK/4 Stars When this card is Normal Summoned, you can select 1 Tuner on the field and activate one of the following effects: ● Decrease the selected card's Level by equal to the number of turns it has been on the field. ● Increase the selected card's Level by equal to the number of turns it has been on the field. ATK/1500 DEF/200 Tempus Omni-Dragon Dragon/Synchro/DARK/10 Stars 1 "Tempus" Tuner + 2 or more non-Tuner "Tempus" monsters When this card is Synchro Summoned, neither player can Special Summon any monster, except this card, for 2 turns, starting with your opponent's next turn. Increase the ATK of this card by 200 for each turn this card has been on the field. Once per turn, you can send 1 face-down card on your field to negate the activation of a Spell, Trap or Effect monster's effect and destroy that card. If this card is destroyed by a battle, you can remove from play 1 "Tempus" monster in your Graveyard to Special Summon this card. If this card is destroyed by a card effect, Special Summon it in Defense Position during the 2nd turn after this card's destruction and halve this card's DEF. ATK/3000 DEF/3000 Tempus Omni-Lord Warrior/Synchro/DIVINE/12 Stars 2 Tuners + 1 "Tempus" monster When this card is Synchro Summoned, neither player can activate the effects of Spell or Trap cards for 2 turns. This card gains the following effects depending on how many turns it has been on the field: ● 2+: Once during your turn, you can reveal the top card of your Deck. If the revealed card was a Spell card, move the turn count up by 2. ● 5+: You cannot lose the Duel. ATK/3000 DEF/0 Time-Warped World Field Spell Card Increase the ATK of all non-Tempus" monsters by 500. When a monster declares an attack, it cannot attack during the turn player's next Battle Phase. "Tempus" monsters cannot attack. Once per turn, select 1 "Tempus" monster on your field and deal damage to your opponent equal to half the ATK of that card. Temporal Displacement Trap Card Activate only when an opponent's monster declares an attack. Negate the attack. If you control a "Tempus" monster, you can Special Summon 1 Level 4 or lower "Tempus" monster from your hand. Time Anomaly Continuous Spell Card During each player's End Phase, deal damage to your opponent equal to the number of turns this card has been on the field x100. Time Distortion Counter Trap Card Activate only when your opponent activates the effect of a Spell, Trap or Effect monster card that would destroy a card on your field. Discard 1 monster to negate the effect of that card and destroy it. If the discarded card was a "Tempus" monster, move the turn count forward by a number equal to half the Level of the discarded card, rounded down.[/spoiler][spoiler=Turtle Archetype]Guardian Turtle Reptile/Effect/WATER/4 Stars When this card is Normal Summoned, Flip Summoned or Special Summoned in Attack Position, it is changed to face-up Defense Position. During your opponents turn, your opponent must conduct their Battle Phase. All of your opponents Attack Position monsters must attack this card, except if you control a face-up "Kamigami World Turtle". When an opponents monster attacks this card with an ATK lower then this cards DEF, destroy the attacking monster. ATK/0 DEF/2200 Offensive Power Crystal Rock/Union/WATER/4 Stars Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your 1 of your "Turtle" monsters as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, once during your turn, you can destroy 1 Attack Position monster your opponent controls. ATK/1400 DEF/0 Barrier Power Crystal Rock/Union/WATER/3 Star Once per turn, during your Main Phase, if you control this card on the field, you can equip it to 1 of your "Turtle" monsters as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Defense Position. While equipped to a monster by this card's effect, you can discard 1 cards to negate and destroy a card effect that would destroy the equipped monster. ATK/0 DEF/1700 Kamigami World Turtle Reptile/Effect/WATER/10 Stars This card can only be Normal Summoned or Set by tributing 2 "Turtle" monsters you control. This card can only be Special Summoned by the effect of "Kamigami's Back" or if it was sent to the Graveyard from the field. When this card is Special Summoned by the effect of "Kamigami's Back", change all cards on your opponents side of the field to face-up Attack Position. Once during your turn, you can discard 1 card to add 1 "Offensive Power Crystal" or 1 "Barrier Power Crystal" from your deck to your hand. During your opponents turn, your opponent must conduct their Battle Phase. All of your opponents Attack Position monsters must attack this card. When an opponents monster attacks this card with an ATK lower than this cards DEF, destroy the attacking monster. ATK/0 DEF/5000 Ninja Turtle Reptile/Tuner/WATER/2 Stars FLIP: Destroy 1 card on the field and then draw a card. If the drawn card is the same type (Spell, Trap or Monster) as the card destroyed by this card's effect, draw 1 additional card. ATK/100 DEF/1400 Turtle of Isles Reptile/Effect/WATER/4 Stars When this card is Normal Summoned, if you control another "Turtle" monster, you can reveal the top 3 cards of your Deck and add all Field Spell cards among them to your hand. Send the rest to the Graveyard. ATK/1100 DEF/2000 The Turtle Called God Reptile/Synchro/WATER/6 Stars 1 Tuner + 1 or more non-Tuner monster(s) Each time a monster is Special Summoned, increase the DEF of all "The Turtle Called God" and "Kamigami World Turtle" you control by 500. During your opponent's turn, your opponent must conduct their Battle Phase. All of your opponents Attack Position monsters must attack this card, except if you control a face-up "Kamigami World Turtle". When an opponents monster attacks this card with an ATK lower then this cards DEF, destroy the attacking monster. You can only control 1 "The Turtle Called God" ATK/0 DEF/3000 Turtle Resurrection Quick-Play Spell Card Activate only during the turn a "Turtle" monster on your field was destroyed. Special Summon 1 "Turtle" monster from your Graveyard in face-up Defense Position. Turtle Shield Normal Trap Card Activate only when a "Turtle" monster you control is selected as an attack target. Destroy all face-down cards on your opponents side of the field. Turtle Power Normal Spell Card Activate by selecting 1 "Turtle" monster you control and sending 1 "Offensive Power Crystal" you control to the Graveyard. Destroy all Attack Position monsters your opponent controls. Unbreakable Barrier Normal Spell Card Activate by selecting 1 "Turtle" monster you control and sending 1 "Barrier Power Crystal" you control to the Graveyard. Your opponent cannot activate any Spell or Trap Cards until the End Phase of his or her next turn. Kamigami's Back Field Spell Card Increase the DEF of all "Turtle" monster on your field by 200 for each monster your opponent controls. You can discard 1 Field Spell card and send this card to the Graveyard to Special Summon 1 "Kamigami World Turtle" from your hand.[/spoiler][spoiler=Non-Archetype Cards]Wall of Concealing Light Continuous Trap Card When this card is activated, your opponent pays any multiple of Life Points. None of your opponent's monsters with an ATK equal to or more than the Life Points he/she paid can attack.[/spoiler] More is coming! Link to comment
The Dark Knight Posted January 13, 2011 Report Share Posted January 13, 2011 The D-GOD archetype seems like there's a hole. You need to get D-GOD onto the field and then get the other GOD CODE monsters onto the field as well to win. The problem is GOD CODE: Delta. It can be easily taken out by Giant Trunade, MST, Dust Tornado, several Monarchs, etc. It just seems a little too exposed. The Tempus archetype is a cool idea. I like how they operate based on how many turns it's been, but I think Time-Warped World is OP'ed. It "discourages" monsters on your opponent's side of the field from attacking AND if you even have Tempus Berzerker on the field, in 4 turns you win, unless your opponent has something ready to stop TWW or destroy TB (that won't require a 2900+ ATK monster). In short, D-GOD seems UP'ed and Tempus seems OP'ed. Link to comment
Aesirson Posted January 13, 2011 Author Report Share Posted January 13, 2011 Any ideas about how to make TWW less OP'd? Fixed Delta, though. Link to comment
The Dark Knight Posted January 13, 2011 Report Share Posted January 13, 2011 Delta looks alot better now. As for TWW, here's several ways you could alter it to balance it: - All attacking monsters that attack gain 500 ATK instead of lose 500. - The selected Tempus monster gets destroyed at the next End Phase and can't be selected for the effect during your next turn. - It only does damage equal to half the monster's ATK instead of the full amount. There are plenty of other ways to change it, but these are just the first 3 that came to mind. Link to comment
Premier Alexander Romanov Posted January 13, 2011 Report Share Posted January 13, 2011 Looks awesome! Great job! Can I have a cookie? Link to comment
Aesirson Posted January 14, 2011 Author Report Share Posted January 14, 2011 Thanks for the tips Sentry. And yes, you can have a cookie, TFF ^^ Link to comment
Premier Alexander Romanov Posted January 14, 2011 Report Share Posted January 14, 2011 *grabs cookie* OM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM... Link to comment
Aesirson Posted January 17, 2011 Author Report Share Posted January 17, 2011 Added an entirely new archetype ;D Link to comment
.Nu-13 Posted January 19, 2011 Report Share Posted January 19, 2011 D-GODs seem to complicated for me. Maybe I'll rate them later [b]Tempus Beetle[/b] Right off the bat, I like the idea. It looks a bit like Gemini, I mean, it has to be on the field for 2 turns, and Geminis technically do the same to get their effects. Anyways, the effect is fine. Could be broken each turn, but the twice per Duel limit balances it. The last clause is unneeded, as Trigger efffects can be activated only on your turn by definition, unless the effect states different. Though it seems a bit weak for me. I doubt it would stay on the field for long. [b]Tempus Magician[/b] Ok, ignore my last sentence. I really like it, as its a Tuner that can Special Summon itself. Sure, you can't have Normal Summoned monster to Summon it, but with all those Special Summoning cards running around it's not hard. Last effect is pretty fun too, could hel you in tight situaions when you immediately need the effects of other Tempus. Also, I have a weird feeling that it is somehow usable in Final Countdown... [b]Tempus Berzerker[/b] So it's one-time piercer... I think it's fine with additional effects. I could swear that there's also a Level 6 Dinosaur with 2400 ATK, but it Pierces all the time... oh well, nevermind. I don't quite get the last sentence. Equal to the DEF of the destroyed monster or Berzerker? If Berzy's, it's really UP'ed. I mean, 800 burn? But if the DEF of the destroyed monster, it's good. Not many monsters that are widely used have high DEF, but still not that bad. Last sentence is OK, prevents abuse of both effects. [b]Tempus Raptor[/b] Standard Field searcher. Fine, not much to say here. Last effect is also pretty generic. Standard Archetype seacher. I have a weird feeling that Mystic Tomato would be better in here, but this gets all Archetype support, so it's fine. It disallows looping with itself, so is balanced. [b]Tempus Drake[/b] Interesting effect. But I must ask one thing - should it really be "decrease"? Because that way, it's less than medicore that way. However, if you made it "increase". it would be a lot better. Decision is up to you, but if it should be decrease, why? [b]Tempus Omni-Dragon[/b] A Synchro. Ok. Requirements are pretty easy to meet looking at their Levels. For first 2 turns, it prevents Special Summoning, which stuns most of the Decks, and protects you from cards like Battle Fader or stuff. Each turn it is on the field it becomes a bigger threat. Could become a big beatstick over the time. Turns essentially any card into a free negation. I dunno about the balance, but I think its fine for a hard to get monster. Gives pretty nice protection from direct attacks. Then drop Return from a Different Dimensions for lulz. However, if its destryed by a card effect, it comes back a bit later with lower DEF, but it's still nice. [b]Tempus Omni-Lord[/b] DIVINE, huh? Anyways, requirements are OK. It's essentially a Cold Wave when Synchro Summoned. Then it getss different effects, depending on how long it survives. Do they stack? Anyways, the first card is pretty nice. Speeds up a lot of cards belonging to this Archetype. Last effect is... orignal. It prevents losing from Burn, Exodia or other win conditions, but any card that removes Lord from field or flips it face-down stops that effect. That is what makes it balanced. [b]Time-Warped World[/b] Rewards non-Archetype monsters? Don't get it. However, it prevents monsters from attacking in two turns a row. Yet, it looks a bit weak. Maybe it will work against bosses, but monsters don't tend to stay on the field for long time now. And now it PREVENTS YOUR MONSTERS FROM ATTACKING? Really, don't get it. Even last effect doesn't justify the restrictions. Unless it works with turn-inscreasing cards. It it does, it's fine I guess [b]Temporal Displacement[/b] Pretty simple. Can rescue you from some situations and provide additional resoruces. Not much to say here I think. [b]Time Anomaly[/b] Well, if you stall a bit or spam turn-increasing effects it cab become a big threat. But it is still vulnerable too many removal effects. Somehow can't say more. Reviews of others to come Link to comment
Aesirson Posted January 19, 2011 Author Report Share Posted January 19, 2011 Time-Warped originally decreased the ATK of all non-Tempus monsters, but then it was a bit OP'd, I dunno how to balance it D: EDIT: And Drake was supposed to say increase OR decrease, fixing that. EDIT 2: And now his OCG is weird Link to comment
wiithepeople Posted January 19, 2011 Report Share Posted January 19, 2011 I really like these guys time control on Tempus Magician FTL. Now go comment on my Curses! NAO!! Link to comment
Aesirson Posted January 21, 2011 Author Report Share Posted January 21, 2011 MOAR TURTLES FOR THE MASSES! Link to comment
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