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Aquatic Adventures! (4/???)


  

5 members have voted

  1. 1. Do you Like the cards?

    • Yes
      2
    • No
      3
  2. 2. What should I do to change them?

    • OCG
      1
    • Weaken them somewhat
      1
    • Better Pics
      4


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[spoiler='Booster Pack'][img]http://i52.tinypic.com/15dp79k.png[/img][/spoiler]

[font="Impact"]AQUOS[/font]

[spoiler='Monsters']
[spoiler='Warriors of Aquos']
[spoiler='Warrior of Aquos - Kori the Blizzard'][img]http://img854.imageshack.us/img854/5281/generalblazektb.png[/img][spoiler='Lore']Once per turn, you can remove from play 1 monster with "Warrior of Aquos" in its name from your graveyard to activate one of these effects: -Destroy one face-down Spell or Trap card on the field. -Destroy one face-up monster card on the field.[/spoiler][/spoiler]

[spoiler='Warrior of Aquos - Aoi of the Sky'][img]http://img43.imageshack.us/img43/601/generalblazeskymonster.png[/img][spoiler='Lore']2 Level 4 Monsters While this card has no Exceed Material Monsters on the field, destroy this card. Once per turn, you can remove from play one monster with "Warrior of Aquos" in its name to discard the top card of your opponent's deck.[/spoiler][/spoiler]

[spoiler='Warrior of Aquos - Sui the Tempest'][img]http://img718.imageshack.us/img718/3344/generalblazeaquamonster.png[/img][spoiler='Lore']This card can not be destroyed in battle (damage calculation applied normally.). If this card would be destroyed by a card effect, you can pay 500 Life Points to sacrifice a different monster with "Warrior of Aquos" in its name. If you do, negate the effect and destroy the card.[/spoiler][/spoiler]

[spoiler='Warrior of Aquos - Sui the Terrible'][img]http://img232.imageshack.us/img232/1046/145761.jpg[/img][spoiler='Lore']Once per turn, while you control no other monsters, you can Special Summon 1 Level 4 or lower WATER monster with "Warrior of Aquos" in its name from your Hand.[/spoiler][/spoiler][/spoiler][/spoiler]
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The cards themselves are pretty cool, but I don't really get the theme you're going for. First, they're all supposed to be warriors of aquos, which is supposed to represent water, but the one with the troposphere card picture is a sky/air/wind attribute? They don't really come together well for a coherent strategy. One's a ritual that has battle immunity and protection, one's an exceed that slowly mills your opponent's deck (1 card is really nothing compared to the FTK/OTKs Jar decks can pull off these days), one's a monster that relies on having monsters in the Graveyard to remove to imitate DAD's effect to a more limited extent? Water might be able flexibility, but the strategy should be more coherent instead of having a random assortment of toolbox effects. The cards themselves are decent, but they need to be able to come together to be able to form a good strategy which is what an archetype should try to accomplish.

Also, this might not exactly be an appropriate place to bring this subject up, but why do you have the quote

[quote]70% of you YCM members do not have a life. If you are in the 30% who do have one, add this to your signature. [/quote]

which DELIBERATELY puts people down/insults/patronizes them and still so casually admit that you're not ashamed to a Christian? If you think people on here need to spend so much time making cards, don't try to alienate them.
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[quote name='AsianGuy1137' timestamp='1304474851' post='5187001']
The cards themselves are pretty cool, but I don't really get the theme you're going for. [b]First, they're all supposed to be warriors of aquos, which is supposed to represent water, but the one with the troposphere card picture is a sky/air/wind attribute[/b]? They don't really come together well for a coherent strategy. [b]One's a ritual that has battle immunity and protection[/b], one's an exceed that slowly mills your opponent's deck (1 card is really nothing compared to the FTK/OTKs Jar decks can pull off these days), one's a monster that relies on having monsters in the Graveyard to remove to imitate DAD's effect to a more limited extent? [b]Water might be able flexibility, but the strategy should be more coherent instead of having a random assortment of toolbox effects. The cards themselves are decent, but they need to be able to come together to be able to form a good strategy which is what an archetype should try to accomplish.

Also, this might not exactly be an appropriate place to bring this subject up, but why do you have the quote



which DELIBERATELY puts people down/insults/patronizes them and still so casually admit that you're not ashamed to a Christian? If you think people on here need to spend so much time making cards, don't try to alienate them.
[/b][/quote]

First: does that really matter?

second: there are no rituals.

third: the strategy is in fact flexibility.

lastly: does that matter?

[quote name='gustaph80' timestamp='1304472045' post='5186893']
u don know that u have [u]sui the tempes[/u]t and [u]sui the terrible[/u]
[/quote]


yeah. i couldn't find too many japanese words with like something to do with water, so there's bound to be some repeats.




also, I'm going to be adding a few more cards soon.
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[quote]First: does that really matter?[/quote]

If you're going for an archetype theme, then yeah it kind of does. The air attribute doesn't have anything to do with water. If you're just making random cards, I guess not, but it's much more interesting for archetypes if they can maintain some level of similarity or otherwise they crumble apart to an assortment of random cards that're placed together and given a common archetype name.


[quote]second: there are no rituals.[/quote]

Excuse me, I glanced at the card and thought it was a ritual because of the blue card background.

[quote]third: the strategy is in fact flexibility.[/quote]

And how exactly does this toolbox of random effects that don't even work in conjunction with each other contribute to having a flexible strategy? The first monster copies the effect of DAD and requires grave dumping which only works through depending on your opponent to destroy your monsters first. The second monster has an almost useless effect because milling does not contribute to the flexibility; it instead just slowly wastes your monster's exceed materials. Most, if not all decks, today such as Lightsworns, Dragunity, Chaos Plants, Junk Doppel, Psychics, etc. all rely on having cards sent to the graveyard so milling for your opponent might actually benefit them more than you; milling's only useful in decks dedicated to milling for an otk/ftk by decking out. The third monster has battle immunity while having weak stats which makes it balanced and it can save itself by sacrificing another in its place like the classic six sam monsters. The fourth monster is basically a themed XX-Saber Boggart Knight that lets you swarm the field. The third monster with the blue background is the only one that might be worthwhile because it's good at stalling which fits nicely with water in general.

In terms of originality, there really isn't any because they all imitate effects of good tech cards that all have much more synergy with the other cards of their archetype. The strategy as a whole isn't really about flexibility. It kind of goes all over the place with no real common purpose. For examples of a good archetype, see Gusta, Dragunity, Gravekeepers, Monarchs, Fabled, Karakuri, Tech Genus... pretty much all the good, playable archetypes out there. I won't list Blackwings, Six Sams, or TCG X-Sabers because I consider those archetypes butchered because they all do the same thing by swarming the field with crazy searching and grave recursion. Their only differences are purely aesthetic because of their different artwork styles and attribute/types.

[quote]lastly: does that matter?[/quote]

If you truly consider yourself a Christian and want to be proud of it, then yes, being a good person completly matters much more than making cards for a silly card game. Don't insult or patronize anyone by making yourself seem better than them. You've probably never interacted with even a tenth of the community, and even if you have, you've never walked in their shoes to understand what kind of lives they're going through. Remember the golden rule? Treat others as you would want others to treat you.
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[quote name='AsianGuy1137' timestamp='1304545332' post='5188307']
[b]1. If you're going for an archetype theme, then yeah it kind of does. The air attribute doesn't have anything to do with water. If you're just making random cards, I guess not, but it's much more interesting for archetypes if they can maintain some level of similarity or otherwise they crumble apart to an assortment of random cards that're placed together and given a common archetype name.

[/b]


Excuse me, I glanced at the card and thought it was a ritual because of the blue card background.


[b]
2. And how exactly does this toolbox of random effects that don't even work in conjunction with each other contribute to having a flexible strategy? The first monster copies the effect of DAD and requires grave dumping which only works through depending on your opponent to destroy your monsters first. The second monster has an almost useless effect because milling does not contribute to the flexibility; it instead just slowly wastes your monster's exceed materials. Most, if not all decks, today such as Lightsworns, Dragunity, Chaos Plants, Junk Doppel, Psychics, etc. all rely on having cards sent to the graveyard so milling for your opponent might actually benefit them more than you; milling's only useful in decks dedicated to milling for an otk/ftk by decking out. The third monster has battle immunity while having weak stats which makes it balanced and it can save itself by sacrificing another in its place like the classic six sam monsters. The fourth monster is basically a themed XX-Saber Boggart Knight that lets you swarm the field. The third monster with the blue background is the only one that might be worthwhile because it's good at stalling which fits nicely with water in general.

In terms of originality, there really isn't any because they all imitate effects of good tech cards that all have much more synergy with the other cards of their archetype. The strategy as a whole isn't really about flexibility. It kind of goes all over the place with no real common purpose. For examples of a good archetype, see Gusta, Dragunity, Gravekeepers, Monarchs, Fabled, Karakuri, Tech Genus... pretty much all the good, playable archetypes out there. I won't list Blackwings, Six Sams, or TCG X-Sabers because I consider those archetypes butchered because they all do the same thing by swarming the field with crazy searching and grave recursion. Their only differences are purely aesthetic because of their different artwork styles and attribute/types.[/b]


[b]
3. If you truly consider yourself a Christian and want to be proud of it, then yes, being a good person completly matters much more than making cards for a silly card game. Don't insult or patronize anyone by making yourself seem better than them. You've probably never interacted with even a tenth of the community, and even if you have, you've never walked in their shoes to understand what kind of lives they're going through. Remember the golden rule? Treat others as you would want others to treat you.[/b]
[/quote]

1. Do I care?

2. like i said, the strategy is flexibility.

3. OMG who the heck cares?!
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[quote]1. Do I care?[/quote]
Funny if you don't cause isn't getting the feedback of other people the whole point you posted this?

[quote]1. 2. like i said, the strategy is flexibility.[/quote]
And like I said, this does not have a strategy that is flexible or a strategy focused on flexibility. It's like saying if I combined Man Eater Bug, Old Vindictive Magiican, Marshmallon, and Soul-Absorping Bone Tower, it makes for a flexible deck.

[quote]3. OMG who the heck cares?! [/quote]
Shame on you. A true Christian should care more.
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[quote name='AsianGuy1137' timestamp='1304552080' post='5188510']
Funny if you don't cause isn't getting the feedback of other people the whole point you posted this?


And like I said, this does not have a strategy that is flexible or a strategy focused on flexibility. It's like saying if I combined Man Eater Bug, Old Vindictive Magiican, Marshmallon, and Soul-Absorping Bone Tower, it makes for a flexible deck.


Shame on you. A true Christian should care more.
[/quote]

1. I meant about the sky attribute.

2. It [i]does[/i] have a strategy, and the strategy is flexibility!!!! How hard is it to get that through your head?!

3. Shame on [i]you[/i]. I'm nothing like most Christians.
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for Tempest, the effect of "If this card would be destroyed by a card effect, you can pay 500 Life Points to sacrifice a different monster with "Warrior of Aquos" in its name. If you do, negate the effect and destroy the card." should be limited to only once per turn

beyond that the rest of the effects are balanced just fine so I'll give the cards 9/10
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