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Mechanin Rising [Image Credit: Jazin Kay's Image Archive]


Tokyo Duel

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[color="#000000"][center][img]http://img23.imageshack.us/img23/4061/90012563.png[/img]











[b]MRSE-EA001 - Mechanin Deity[/b]
[img]http://img820.imageshack.us/img820/3755/21646.jpg[/img]
1 "Mechanin" Tuner + 1 or more "Mechanin" Non-Tuner Monster cards
While this card remains face-up on the field, you can activate "Mecahnin" Trap Cards from your hand. Once per turn, you can destroy 1 "Mechanin" Trap Card you control to have this effect treated as the destroyed card until the End Phase of this turn.


[b]MRSE-EA002 - Mechanin Gear[/b]
[img]http://img502.imageshack.us/img502/3755/21646.jpg[/img]
Once per turn, select 1 face-down Spell or Trap on your side of the field and activate it. If it is a "Mechanin" Trap Card, you can add 1 "Mechanin" card from your deck to your hand.


[b]MRSE-EA003 - Mechanin Bug[/b]
[img]http://img716.imageshack.us/img716/3755/21646.jpg[/img]
After activation, Special Summon this card; it is treated as an Effect Monster Card (Light / Machine-Type / Level 3 / ATK: 800 / DEF: 1200). While this card remains face-up on the field, destroy any monster that battles a "Mechanin" monster at the end of the Damage Step, except this card. (This card is still treated as a Trap Card)


[b]MRSE-EA004 - Mechanin Fighter[/b]
[img]http://img411.imageshack.us/img411/5010/21646h.jpg[/img]
After activation, Special Summon this card; it is treated as an Effect Monster Card (Earth / Machine-Type / Level 4 / ATK: 1800 / DEF: 0). While you control this card, your opponent can not select another "Mechanin" card as an attack target. "Mechanin" monsters can not be destroyed by card effects. (This card is still treated as a Trap Card.)


[b]MRSE-EA005 - Mechanin Priest[/b]
[img]http://img513.imageshack.us/img513/6528/21646c.jpg[/img]
After activation, tribute 2 face-up "Mechanin" Trap cards to Special Summon this card; it is treated as an Effect Monster Card (Light / Machine-Type / Level 7 / ATK: 2700 / DEF: 2000). When a "Mechanin" monster is Special Summoned, you can increase that monster's ATK by 1000 until the End Phase. (This card is still treated as a Trap Card.)


[b]MRSE-EA006 - Mechanin's Moving Empire[/b]
[img]http://img413.imageshack.us/img413/3755/21646.jpg[/img]
Once per turn, you can activate a "Mechanin" Trap card from your hand. When a "Mechanin" Trap card you control is destroyed, you can add 1 other "Mechanin" card from yur deck to your hand.


[b]MRSE-EA007 - Mechanin Fly[/b]
[img]http://img508.imageshack.us/img508/3755/21646.jpg[/img]
After activation, Special Summon this card; it is treated as an Effect Monster Card (Earth / Machine-Type / Level 1 / ATK: 0 / DEF: 0). When your opponent Summons a monster(s), that monster(s) can not attack this turn. (This card is still treated as a Trap Card).


[b]MRSE-EA008 - Mechanin General[/b]
[img]http://img521.imageshack.us/img521/3755/21646.jpg[/img]
After activation, tribute 1 face-up "Mechanin" Trap card to Special Summon this card; it is treated as an Effect Monster Card (Earth / Machine-Type / Level 6 / ATK: 2200 / DEF: 1600). While you control a face-up "Mecahnin" monster, select 1 "Mechanin" monster you control. It can attack twice during this turn. You can only use this effect once per turn, during your Main Phase. (This card is still treated as a Trap Card.)

[b]MRSE-EA009 - Mechanin Beetle[/b]
[img]http://img411.imageshack.us/img411/9781/21646v.jpg[/img]
After activation, Special Summon this card; it is treated as an Effect Monster Card (Earth / Machine-Type / Level 4 / ATK: 1400 / DEF: 1000). When this card is added from your deck to your hand, you can activate this card.(This card is still treated as a Trap Card.)


[b]MRSE-EA010 - Mechanin War Machine[/b]
[img]http://img834.imageshack.us/img834/3755/21646.jpg[/img]
After activation, tribute 2 "Mechanin" Trap cards to Special Summon this card; it is treated as an Effect Monster Card (Earth / Machine-Type / Level 7 / ATK: 2500 / DEF: 0). This card can attack twice during your battle phase. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If a "Mechanin" monster you control destroys a monster, except "Mechanin War Machine", this card gains 1000 ATK until the End Phase. (This card is still treated as a Trap Card.)






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[quote name='Arashi Idane' timestamp='1296882501' post='4988806']
[color="#000000"][center][img]http://img23.imageshack.us/img23/4061/90012563.png[/img]

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Mechanin Deity
first off the destroying your own trap card is a little odd because it could potentially hurt you in the long run but it could clear some space if you needed it. im not sure if the trap has to be face up in order for an effect like this to work so maybe try rewording the card to say "flip one face down card in your spell and trap card zones face up or select one face up card in your spell and trap card zone. if it is a trap card you may destroy it to have this card gain its effect until the end phase."

Mechanin Gear
this card is useful with the rest of your cards but it doesnt corelate well with deity. maybe try wording it similar to "Bait Doll" and it may serve more uses for you

Mechanin Bug
this card has a different effect than most cards. it provides a good defense for your monsters but its still got a weakness so that makes for a good balance in the card. if you make support cards for these then make sure to give them defense against spell and traps

Mechanin Fighter
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm im not sure about this one. its a very good card indeed but a bit too powerful when combined with mechanin bug. im pretty sure if it were to be on a list it would be considered too powerful. maybe try unable to be destroyed by monster effects? im not sure..this is hard to decide on

Mechanin Priest
i dont really see anything wrong here. maybe "...summoned by the effect of a trap card..." ? that way it doesnt give mechanin deity too much power when you syncro summon it but it still includes the majority of all your cards and it could include call of the haunted.

Mechanin's Moving Empire
no objection here. i dont see anything wrong with ocg or balance

Mechanin Fly
good stall idea. the weak attack makes it very balanced but i would suggest making it a creature lock in addition to its other effects. (example: magician's valkyria)

Mechanin General
"While you control a face-up "Mecahnin" monster" this states any mechanin on your field including himself which means that its effect is always active. i would suggest changing that to "while you control another face up "Mechanin" monster"

Mechanin Beetle
it says when it is added to your hand. that means by any effect even drawing normally. you should probably change it to "when this card is added from your deck to your hand by a card effect" overall good balance on the card. can work with gold sarcophogus too for a quick summon/synchro.

Mechanin War Machine
i dont like the way its summoned because its not like a normal trap/monster. in order for it to keep a very good balance i would suggest taking out the added attack boost or possibly changing it to where you must sacrifice a monster to keep it on the field. (if you do that then take out the two tribute thing)

all in all great cards. balance seems above average and the art is great. ill give it an 8/10
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[quote name='Kagami Hiiragi' timestamp='1296890664' post='4989127']
Mechanin Deityfirst off the destroying your own trap card is a little odd because it could potentially hurt you in the long run but it could clear some space if you needed it. im not sure if the trap has to be face up in order for an effect like this to work so maybe try rewording the card to say "flip one face down card in your spell and trap card zones face up or select one face up card in your spell and trap card zone. if it is a trap card you may destroy it to have this card gain its effect until the end phase."Mechanin Gearthis card is useful with the rest of your cards but it doesnt corelate well with deity. maybe try wording it similar to "Bait Doll" and it may serve more uses for youMechanin Bugthis card has a different effect than most cards. it provides a good defense for your monsters but its still got a weakness so that makes for a good balance in the card. if you make support cards for these then make sure to give them defense against spell and trapsMechanin Fighterhmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm im not sure about this one. its a very good card indeed but a bit too powerful when combined with mechanin bug. im pretty sure if it were to be on a list it would be considered too powerful. maybe try unable to be destroyed by monster effects? im not sure..this is hard to decide onMechanin Priesti dont really see anything wrong here. maybe "...summoned by the effect of a trap card..." ? that way it doesnt give mechanin deity too much power when you syncro summon it but it still includes the majority of all your cards and it could include call of the haunted.Mechanin's Moving Empireno objection here. i dont see anything wrong with ocg or balanceMechanin Flygood stall idea. the weak attack makes it very balanced but i would suggest making it a creature lock in addition to its other effects. (example: magician's valkyria)Mechanin General"While you control a face-up "Mecahnin" monster" this states any mechanin on your field including himself which means that its effect is always active. i would suggest changing that to "while you control another face up "Mechanin" monster"Mechanin Beetleit says when it is added to your hand. that means by any effect even drawing normally. you should probably change it to "when this card is added from your deck to your hand by a card effect" overall good balance on the card. can work with gold sarcophogus too for a quick summon/synchro.Mechanin War Machinei dont like the way its summoned because its not like a normal trap/monster. in order for it to keep a very good balance i would suggest taking out the added attack boost or possibly changing it to where you must sacrifice a monster to keep it on the field. (if you do that then take out the two tribute thing)all in all great cards. balance seems above average and the art is great. ill give it an 8/10
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Thanks. War Machine was just something I splashed together in there because I needed one more monster...I didn't really put much thought into him. I should've though...lol


[quote name='Archelaus' timestamp='1296898151' post='4989256']
Mechanin Gear is a broken searcher.
[/quote]
How so? What would balance him out?
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I'd do some research before claiming something.
Cause if you did, you would have noticed that this has been done before. [url="http://forum.yugiohcardmaker.net/topic/232281-how-do-you-mean-you-dont-use-monster-cards/"]By me for example[/url].

Then I must add that this set is horribly OP. I mean a free 2700 ATK monsters! What where you thinking!?
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Lexadin it isn't free. You have to tribute two Mechanin monsters to summon Priest, just like you do with War Machine. You have to tribute 1 for General and Dinosaur as well.


In addition, I didn't realize that. You are right; I should've done research. I'll edit the tag to something else. =/
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