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Best On-Going League of Legends set 29/?? (Karma and Karthus added)


sgrug4

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[size="7"]Hey guys! Moment you've all been waiting for! Enjoy![/size]
[spoiler=Set 1][spoiler=Akali][img]http://img573.imageshack.us/img573/4281/174934.jpg[/img][spoiler=Lore]When this card is equipped with a card that increases its ATK, further increase the ATK of this card by 500. When this card is equipped with a card that increases its DEF, this card gains the following ability:
.When this card inflicts Battle Damage to your opponent's Life Points, further increase the Battle Damage by 500.[/spoiler][/spoiler]
[spoiler=Alistar][img]http://img716.imageshack.us/img716/9470/174934y.jpg[/img][spoiler=Lore]While this card remains on the field, you may discard a Spell or Trap card from your hand to increase your Life Points by 400. Once during your opponent's Battle Phase, you may negate the attack of one of your opponent's monsters targeting another monster you control. If you do, decrease this card's ATK and DEF by 300.[/spoiler][/spoiler]
[spoiler=Amumu][img]http://img856.imageshack.us/img856/4281/174934.jpg[/img][spoiler=Lore]While you control no other monsters, decrease this card's ATK and DEF by 500. Once per turn, if you have no cards in your hand, you may decrease your opponent's Life Points by 400. If you have no cards in your Spell & Trap zone, a Battle Phase cannot be conducted. While there is a field card in play, during the Battle Phase, decrease the ATK of your opponent's monsters by 300.[/spoiler][/spoiler]
[spoiler=Anivia][img]http://img695.imageshack.us/img695/4652/174934t.jpg[/img][spoiler=Lore]Once per turn, place a Chill Counter on every monster on your opponent's side of the field. If there are 20 or more Chill Counters on the field, increase this card's ATK by 1000. Once per turn, you may destroy one monster on the field with 5 or more Chill Counters. Once only, may decrease this card's ATK and DEF by 3000 for 2 turns to negate the destruction of this card.[/spoiler][/spoiler]
[spoiler=Annie][img]http://img713.imageshack.us/img713/4281/174934.jpg[/img][spoiler=Lore]Every time a Spell Card is activated, place one Spell Counter on this card (max 5). You may remove 5 Spell Counters on this card to destroy one monster on your opponent's side of the field. While there are 10 or more Spell Cards in your Graveyard, Summon 1"Tibbers Token" (Beast-Type/FIRE/Level 4/ATK 2000/DEF 2000) in ATK position on your side of the field. As long as "Tibbers Token" remains on the field, this card can attack your opponent directly by discarding one Spell Card from your hand or deck.[/spoiler][/spoiler]
[spoiler=Ashe][img]http://img219.imageshack.us/img219/2254/174934l.jpg[/img][spoiler=Lore]When this card is Summoned, flip all face-down defense position monsters in face-up attack position (Flip Effects are not activated). During your opponent's Draw Phase, you may look at the card drawn. Once per turn, you may select one Spell or Trap Card on your opponent's side of the field and look at it. [/spoiler][/spoiler]
[spoiler=Blitzcrank][img]http://img847.imageshack.us/img847/4281/174934.jpg[/img][spoiler=Lore]While this card remains on the field, the effects of Spell Cards are negated. Once per turn,you may increase this card's ATK by 500 until the end of the turn. If you do, this card loses 200 ATK on your next Standby Phase. When this is destroyed, and you take more than 1500 Battle Damage, reduce that Battle Damage by 2000 points.[/spoiler][/spoiler]
[spoiler=Brand][img]http://img840.imageshack.us/img840/4281/174934.jpg[/img][spoiler=Lore]While this card remains on the field, inflict 200 points of damage for every card in your opponent's hand each turn during your Draw Phase. Once per turn, during your Draw Phase, if you draw:
.Monster: Discard it and inflict 1000 points of damage to your opponent's Life Points.
.Spell: Destroy a Spell or Trap Card on your opponent's side of the field.
.Trap: Increase this card's ATK by 400 until the end of the turn.[/spoiler][/spoiler]
[spoiler=Caitlyn][img]http://img96.imageshack.us/img96/4281/174934.jpg[/img][spoiler=Lore]When this card is Summoned, select a card on the field. This card cannot attack nor be selected as an attack target. Until the third turn of this card's effect, the selected card is destroyed and this card's effect is negated.[/spoiler][/spoiler]
[spoiler=Cassiopeia][img]http://img861.imageshack.us/img861/3883/174934x.jpg[/img][spoiler=Lore]This card cannot be destroyed by battle. When this card selects a monster on your opponent's side of the field as an attack target, the selected monster is not destroyed. Instead, lower its ATK and DEF by this card's ATK. If the target's ATK or DEF reaches 0, the selected card is destroyed.[/spoiler][/spoiler]
[spoiler=Cho'Gath][img]http://img811.imageshack.us/img811/4281/174934.jpg[/img][spoiler=Lore]Once during your Standby Phase, place 1 Growth Counter on this card (max 6). This card gains 200 ATK and DEF for each growth counter placed on this card. You may pay 1000 Life Points and remove half of this card's counters to negate the effect of a Spell or Trap card targeting this and destroy it. This effect cannot be used more than twice.[/spoiler][/spoiler]
[spoiler=Corki][img]http://img121.imageshack.us/img121/4281/174934.jpg[/img][spoiler=Lore]When this card selects a monster on your opponent's side of the field as an attack target, that monster's ATK and DEF is lowered by 200. When this card destroys a monster by battle, place 3 Barrage Counters on this card (max 9). You may remove 6 Barrage counters to destroy all Face-Up Spell & Trap cards.[/spoiler][/spoiler]
[spoiler=Dr. Mundo][img]http://img821.imageshack.us/img821/4281/174934.jpg[/img][spoiler=Lore]Once per turn, you may activate the following effects:
.Increase this card's ATK by 1000 until the end of the turn. If you do, switch this card to DEF position until your next Standby Phase.
.This card cannot be destroyed by monster effects.
.Decrease a monster's ATK on your opponent's side of the field by 500.[/spoiler][/spoiler]
[spoiler=Evelynn][img]http://img684.imageshack.us/img684/4281/174934.jpg[/img][spoiler=Lore]When this card battles a monster who's ATK is higher than this card's ATK, you may pay 500 Life Points to negate the destruction of this card and destroy a monster on your opponent's side of the field who's ATK or DEF is lower than this card's ATK.[/spoiler][/spoiler]
[spoiler=Fiddlesticks][img]http://img163.imageshack.us/img163/3883/174934x.jpg[/img][spoiler=Lore]When this card is Summoned, remove from play 1 monster your opponent controls until the end of the turn. On your next Standby Phase, this card gains 400 ATK. On the Standby Phase after that, destroy a target Spell or Trap card on the field. On the next Standby Phase, send this card to the Graveyard.[/spoiler][/spoiler]
[spoiler=Galio][img]http://img29.imageshack.us/img29/4281/174934.jpg[/img][spoiler=Lore]While this card remains on the field, all of your opponent's monsters must attack this card. Your opponent takes no Battle Damage. When your opponent's monster successfully attacks this card, place a Gargoyle Counter on this card (max 10). When this card has 10 Gargoyle Counters, send this card to the Graveyard and inflict damage equal to the number of stars on your opponent's monsters x100.[/spoiler][/spoiler]
[spoiler=Garen][img]http://img15.imageshack.us/img15/8425/174934j.jpg[/img][spoiler=Lore]Once during your Main Phase, you may choose to skip your Battle Phase. If you do, increase your Life Points by 200 for the next 3 of your Standby Phases. Once during your Standby Phase, you may permanently switch this card into DEF position. If you do, decrease your opponent's Life Points by 500 for the next 3 of your opponent's End Phases.[/spoiler][/spoiler]
[spoiler=Warwick][img]http://img135.imageshack.us/img135/4281/174934.jpg[/img][spoiler=Lore]When this card battles a monster who's ATK or DEF is below half of this card's original ATK, this card gains 500 ATK. If your opponent's Life Points is below 4000, increase this card's ATK by 500. Once per turn, when a Spell or Trap card that negates an attack is activated, you may destroy one monster on your opponent's side of the field.[/spoiler][/spoiler]
[spoiler=Xin Zhao][img]http://img189.imageshack.us/img189/4281/174934.jpg[/img][spoiler=Lore]Every time this card destroys a monster by battle, increase your Life Points by the Battle Damage inflicted to your opponent's Life Points. When this card is the selected target of an attack, increase this card's ATK and DEF by 300. Once during the Battle Phase, when another monster you control is selected as an attack target, you may switch the target to this card.[/spoiler][/spoiler][/spoiler]
[spoiler=Set 2][spoiler=Gragas][img]http://img153.imageshack.us/img153/4281/174934.jpg[/img][spoiler=Lore]Up to twice per turn, this card cannot be destroyed by battle. This card cannot change its Face-Up battle position. Once per turn, you may have this card lose 300 ATK to increase your Life Points by the number of stars of the monsters you control x100. Once per turn when you take 1000 or more damage, you may remove one card from play until the end of the turn.[/spoiler][/spoiler]
[spoiler=Heirmerdinger][img]http://img841.imageshack.us/img841/8425/174934j.jpg[/img][spoiler=Lore]On the 3rd Standby Phase in which this card summoned, place 1 "Turret Token" (Machine-Type/EARTH/Level 3/ATKK 1200/ DEF 500). During each of your End Phases, increase the ATK of "Turret Token" by 500 and inflict 300 points of damage to your opponent's Life Points.[/spoiler][/spoiler]
[spoiler=Irelia][img]http://img220.imageshack.us/img220/4281/174934.jpg[/img][spoiler=Lore]This card can only be Special Summoned by tributing 3 Warrior-Type monsters on your side of the field. When this card is successfully summoned, the effects of your opponent's Face-Up Spell Cards are negated. Up to twice, when this card is the target of a card effect, negate the effect and destroy that card. If this card would be destroyed, you may remove 1 Warrior-Type monster from your Graveyard to negate this card's destruction.[/spoiler][/spoiler]
[spoiler=Janna][img]http://img543.imageshack.us/img543/4281/174934.jpg[/img][spoiler=Lore]You may reduce this card's ATK by 200 to select one monster on the field. That monster cannot be the target of card effects and attacks.[/spoiler][/spoiler]
[spoiler=Jarvan][img]http://img855.imageshack.us/img855/1290/174934m.jpg[/img][spoiler=Lore]During the Battle Phase, you may select one monster on your opponent's side of the field. Decrease that monster's ATK by 300. If the selected monster is destroyed during the same Battle Phase, increase the ATK of a monster you control by 200. When this card battles a Dragon-Type card, increase this card's ATK by 1000 during the Damage Step.[/spoiler][/spoiler]
[spoiler=Jax][img]http://img220.imageshack.us/img220/3883/174934x.jpg[/img][spoiler=Lore]This card can only be Normal Summoned by tributing a monster on your side of the field that is equipped with a Equip Spell Card. When this card is Normal Summoned successfully, return all Equip Spell Cards that are in your Graveyard to your deck and shuffle it. This card is also treated as a Spellcaster-Type monster. Once per turn, you may search your deck for 1 Equip Spell Card and equip it to this card. If this card's ATK is above 3800, the attacks of this card cannot be negated. If this card's ATK is above 4200, this card is unaffected by Trap Cards.[/spoiler][/spoiler]
[spoiler=Karma][img]http://img813.imageshack.us/img813/4281/174934.jpg[/img][spoiler=Lore]This card can only be Special Summoned by its own effect. When you opponent activates a card that destroys a Spell or Trap card on your side of the field, you may negate that effect and Special Summon this card to your side of the field. When this card is summoned successfully, place 4 Spell Counters on this card. Increase this card's ATK by 400 for each Spell Counter on this card. Once per turn during your opponent's Battle Phase, you may remove 1 Spell Counter on this card to negate the destruction of a monster on your side of the field and increase your Life Points by the number of stars of that monster x100. Once per turn during your Battle Phase, you may remove 2 Spell Counter from this card to prevent the destruction of all monsters you control and your attacks cannot be negated until the end of this turn.[/spoiler][/spoiler]
[spoiler=Karthus][img]http://img824.imageshack.us/img824/2833/174934a.jpg[/img][spoiler=Lore]When this card is drawn during your Draw Phase or by a card effect, discard it and draw two cards. While this card is in the Graveyard, you may remove it from play to destroy all cards you control. This card can only be Special Summoned from your removed from play zone when your opponent activates a card effect that destroys two or more cards you control. When this card is Special Summoned, both players discard their hands. While this card remains on the field, no cards can be drawn. Inflict 1000 damage to your opponent during your Draw Phase. This card's ATK is equal to the number of cards in the Graveyard x 100. During the Battle Phase, this card must attack a monster on your opponent's side of the field. This card cannot attack directly. During a turn that this card did not attack, destroy this card. You and your opponent may draw up to six cards from your respective decks.[/spoiler][/spoiler][/spoiler]

comment now i worked very hard on these. and give useful ones :D

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Ima comment here, but a bit later. I'll edit this post. Deal? ;)

EDIT: Ok, here I go.
First, I would like to tell you that I like the pictures you have selected.
Just as ~krazyxgamer said, some of the cards are underpowered (e. i. Amumu, Anivia, Annie (in a way))
And then, there is Ashe. How ado you increase the capacity of you Spell and Trap Card Zone... I think it's not possible. Maybe you can make your Field Spell Zone available for all Spells and Traps but the way you put it it doesn't really work in my opinion.
Anyhow, I can say that the cards are pretty good and the effects are quite original - no argument there.
OCG could be fix quite a bit:
One=1 (that applies for every number actually)
face-up ATK/DEF position=face-up Attack/Defense Position
"further" is not a word used in the grammar of any card
Spell and Trap Card (all capitalized)
You do not "place" Tokens, you "Summon" them
_________ for the next X turns. (there is no such term I think; you should specify the exact Phase)

Well, that's as much as I can comment. Good job and keep working! :)

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your cards are alright, the thing is, a lot of these are underpowered, some are overpowered
i remember i was once working on a LoL set, got lazy, didn't finish it

i would rate it 7/10 since it's not bad, but it's nowhere near perfect

should work on your OCG too, it's not bad, but some could be fixed
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[quote name='NeosWiseman' timestamp='1303841485' post='5169844']
Ima comment here, but a bit later. I'll edit this post. Deal? ;)

EDIT: Ok, here I go.
First, I would like to tell you that I like the pictures you have selected.
Just as ~krazyxgamer said, some of the cards are underpowered (e. i. Amumu, Anivia, Annie (in a way))
And then, there is Ashe. How ado you increase the capacity of you Spell and Trap Card Zone... I think it's not possible. Maybe you can make your Field Spell Zone available for all Spells and Traps but the way you put it it doesn't really work in my opinion.
Anyhow, I can say that the cards are pretty good and the effects are quite original - no argument there.
OCG could be fix quite a bit:
One=1 (that applies for every number actually)
face-up ATK/DEF position=face-up Attack/Defense Position
"further" is not a word used in the grammar of any card
Spell and Trap Card (all capitalized)
You do not "place" Tokens, you "Summon" them
_________ for the next X turns. (there is no such term I think; you should specify the exact Phase)

Well, that's as much as I can comment. Good job and keep working! :)
[/quote]

thx for the comment ^^
well i heard cards that can decrease the capacity so i got an idea lol ill fix tht.
thx for the OCG fixes ill get to tht right away!

[quote name='zorro123' timestamp='1303846056' post='5169955']
I actually see some potential in these cards. If you made cards for real, i bet they would look just as good.
[/quote]

thx :D ill try to make a lot asap check back for updates

[quote name='krazyxgamer' timestamp='1303848348' post='5170044']
your cards are alright, the thing is, a lot of these are underpowered, some are overpowered
i remember i was once working on a LoL set, got lazy, didn't finish it

i would rate it 7/10 since it's not bad, but it's nowhere near perfect

should work on your OCG too, it's not bad, but some could be fixed
[/quote]

thx for comment! it's really fun working on a LoL set for characters u luv lol thts y i got to xin and warwick early.
ill work on it ASAP homework first XD

NEW PATCH NOTES:
Amumu, anivia, annie, and ashe are buffed and fixed.
Blitzcrank ATK increased.
Garen bugs fixed.
New champion set arriving in bout 2 days

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Dude, calm down.

Um, why are Heimerdingers where Annie/Garen/Blitz are?

You should probably fix that.

Also, you might want to finish the set if you're intent on bumping it so much.

I mean no Renekton?
No Nocturne?
No Rumble?
No RYZE?
No Poppy, Karthus, Morde, Yi, etc etc etc.

There are well over 50/60 champs and you don't even have 20.

Let's see...
Caitlyn.
Sooo bad there.
Not being able to be attacked, and having to wait THREE turns for her effect to activate?
Your opponent just sacked whatever it was for something larger by then. And Cait was never immune to damage when that went on. Change it to instead of attacking, blow up a monster. So, Cait can't attack and you have her blow up a monster. That's not bad. Lots of monsters do that, and they're far nastier than Cait. Doom Dragon, Vaskii, etc.

Xin does not have a taunt, so the last effect = stupid. Have him be able to attack multiple monsters in one turn. The third time he attacks the opponent can't activate spell/Trap cards or the monsters effect is negated. He doesn't have lifesteal, either....

Give WW lifesteal. The effect Xin had = WW.

Ugh, Fiddle...
Oh god, fiddle. Look, have him be able to destroy all monsters your opponents control when he hits the field, and then switch to defense position. He should not have 3000 attack. Also, he shouldn't just die. Fiddle isn't just burst AOE and then he dies. Smart fiddles can kick ass.

Galio.
Look, your opponent should still take battle damage. You're nerfing these cards so terribly in some places.
Okay, have him gain Gargoyle counters, sure. But then you should have him remove all gargoyle counters at the end of that opponent's battle phase. He also has a heal, so have it so every time he is attacked, you gain 500 life points or something.

Holy crap, Eve... That text is so weird, and it doesn't even fit. Make it so she can't be selected as an attack target for the first attack during the opponent's battle phase. Each time she kills a monster, increase her attack by 500. her base attack should be 1200 or something. LOWER, anyway.

Chogath.
Every time Chogath, Terror of the Void destroys an opponent's monster by battle, increase the attack of this card by 1000.
1500/1500

CONT

Let's continue.

Corki.

Peircing. When it attacks with an ATK higher than that of a defense position monster, inflict the damage to your opponent.
every turn, he gets a missile counter. Remove one missile counter to destroy a card on the field. The fourth time you use this effect, inflict 200 points of damage to your opponent.

Brand.

Every time he attacks, inflict 200 points of damage to your opponent, and put a flame counter on it. for each flame counter, it loses 400 attack. Discard one card to put a flame counter on a card.

Cass.
When it attacks a monster, that monster is not destroyed. At the beginning of the damage step, that monster loses attack equal to Cass' attack. If that monster has its attack reduced to 0 by this effect, destroy that monster without applying battle damage or effects, and Cassiopiea can attack again. Cass should be able to be destroyed in battle.

Mundo.
You may pay 1000 life points to make Dr. Mundo not destroyed as a result of battle, until the end of the turn. If you activated this effect, you gain 1500 life points during your next standby phase.

Heimerdinger
He gets the turret when he's summoned, and also gets a turret counter. They cannot be selected as attack targets. They have the effect to reduce the attack of enemy monsters by 400 per counter on Heim. He can place another turret in three turns. After he successfully destroys a monster, put a counter on him.

Irelia
The summoning requirements are fine.
For each monster on your opponent''s side of the field, increase the attack and defense of Irelia by 300, and reduce the attack of each monster they control by 100X number of monsters. This card can attack and destroy face down monsters without damage calculation or effects applying.

Gragas
Once per turn, you can apply one of these effects and you may gain 200 life points:
-Destroy one set spell or trap card.
-This card gains 500 Atk and Def.
-Destroy one monster your opponent controls.

Janna
Monsters on your side of the field gain 500 ATK. Gain 200 life points for each monster you control, during the end phase.

Jarvan IV
Once, during either you or your opponent's turn, you may select one monster you control and Jarvan. That monster can only attack Jarvan, and no other monsters can attack Jarvan or the monster selected. You can choose to negate this effect during either player's battle phase.
Monsters you control also gain this effect:
-when this card attacks, decrease the ATK of the monster it battles with by 500.

Jax
When this card is equipped with an equip card, negate the effects of monsters that battle with it.
Once per turn, you may select one monster your opponent controls. It cannot activate its effect(s) this turn.

Akali
The Def boost is not needed.
When this card is selected as an attack target, you may remove it from play. It returns to the field under your control at the end of the turn.

Alistar
Once per turn, you may choose to gain 400 life points the life gain effect you had needs to be replaced with that.
The other effect is fine.

The next time you bump this thread, I have three suggestions.
One.
Finish the sets. Nobody wants to see Heimer eight times. Please, try to make it balanced, too.
I have a suggestion.
Mordekaiser.
8 Stars
Zombie/Effect
Once per turn, you may decrease the defense of a monster your opponent controls by 700 and increase this card's attack by 500. If this card destroys that monster in battle, special summon it to your side of the field. It gains 500 attack. At the end of your next turn, destroy the monster you special summoned. You can only activate this effect if there are no other cards your opponent controls on your side of the field. If Mordekaiser is removed from the field, destroy the monster that was special summoned.
ATK: 2500 Def: 1100
Two.
Read the champ abilities. The way you made these makes it feel like you just looked at the skin list and thought they might work well.
Three.
Stop bumping it when you have nothing new. seriously. It's annoying. STOP IT. And if you have something new, WRITE THAT YOU DO.

Fix this mangled mess and get your crap together.
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[quote name='RedlotusBlade' timestamp='1304480633' post='5187109']
Dude, calm down.

Um, why are Heimerdingers where Annie/Garen/Blitz are?

You should probably fix that.

Also, you might want to finish the set if you're intent on bumping it so much.

I mean no Renekton?
No Nocturne?
No Rumble?
No RYZE?
No Poppy, Karthus, Morde, Yi, etc etc etc.

There are well over 50/60 champs and you don't even have 20.

Let's see...
Caitlyn.
Sooo bad there.
Not being able to be attacked, and having to wait THREE turns for her effect to activate?
Your opponent just sacked whatever it was for something larger by then. And Cait was never immune to damage when that went on. Change it to instead of attacking, blow up a monster. So, Cait can't attack and you have her blow up a monster. That's not bad. Lots of monsters do that, and they're far nastier than Cait. Doom Dragon, Vaskii, etc.

Xin does not have a taunt, so the last effect = stupid. Have him be able to attack multiple monsters in one turn. The third time he attacks the opponent can't activate spell/Trap cards or the monsters effect is negated. He doesn't have lifesteal, either....

Give WW lifesteal. The effect Xin had = WW.

Ugh, Fiddle...
Oh god, fiddle. Look, have him be able to destroy all monsters your opponents control when he hits the field, and then switch to defense position. He should not have 3000 attack. Also, he shouldn't just die. Fiddle isn't just burst AOE and then he dies. Smart fiddles can kick ass.

Galio.
Look, your opponent should still take battle damage. You're nerfing these cards so terribly in some places.
Okay, have him gain Gargoyle counters, sure. But then you should have him remove all gargoyle counters at the end of that opponent's battle phase. He also has a heal, so have it so every time he is attacked, you gain 500 life points or something.

Holy crap, Eve... That text is so weird, and it doesn't even fit. Make it so she can't be selected as an attack target for the first attack during the opponent's battle phase. Each time she kills a monster, increase her attack by 500. her base attack should be 1200 or something. LOWER, anyway.

Chogath.
Every time Chogath, Terror of the Void destroys an opponent's monster by battle, increase the attack of this card by 1000.
1500/1500

CONT

Let's continue.

Corki.

Peircing. When it attacks with an ATK higher than that of a defense position monster, inflict the damage to your opponent.
every turn, he gets a missile counter. Remove one missile counter to destroy a card on the field. The fourth time you use this effect, inflict 200 points of damage to your opponent.

Brand.

Every time he attacks, inflict 200 points of damage to your opponent, and put a flame counter on it. for each flame counter, it loses 400 attack. Discard one card to put a flame counter on a card.

Cass.
When it attacks a monster, that monster is not destroyed. At the beginning of the damage step, that monster loses attack equal to Cass' attack. If that monster has its attack reduced to 0 by this effect, destroy that monster without applying battle damage or effects, and Cassiopiea can attack again. Cass should be able to be destroyed in battle.

Mundo.
You may pay 1000 life points to make Dr. Mundo not destroyed as a result of battle, until the end of the turn. If you activated this effect, you gain 1500 life points during your next standby phase.

Heimerdinger
He gets the turret when he's summoned, and also gets a turret counter. They cannot be selected as attack targets. They have the effect to reduce the attack of enemy monsters by 400 per counter on Heim. He can place another turret in three turns. After he successfully destroys a monster, put a counter on him.

Irelia
The summoning requirements are fine.
For each monster on your opponent''s side of the field, increase the attack and defense of Irelia by 300, and reduce the attack of each monster they control by 100X number of monsters. This card can attack and destroy face down monsters without damage calculation or effects applying.

Gragas
Once per turn, you can apply one of these effects and you may gain 200 life points:
-Destroy one set spell or trap card.
-This card gains 500 Atk and Def.
-Destroy one monster your opponent controls.

Janna
Monsters on your side of the field gain 500 ATK. Gain 200 life points for each monster you control, during the end phase.

Jarvan IV
Once, during either you or your opponent's turn, you may select one monster you control and Jarvan. That monster can only attack Jarvan, and no other monsters can attack Jarvan or the monster selected. You can choose to negate this effect during either player's battle phase.
Monsters you control also gain this effect:
-when this card attacks, decrease the ATK of the monster it battles with by 500.

Jax
When this card is equipped with an equip card, negate the effects of monsters that battle with it.
Once per turn, you may select one monster your opponent controls. It cannot activate its effect(s) this turn.

Akali
The Def boost is not needed.
When this card is selected as an attack target, you may remove it from play. It returns to the field under your control at the end of the turn.

Alistar
Once per turn, you may choose to gain 400 life points the life gain effect you had needs to be replaced with that.
The other effect is fine.

The next time you bump this thread, I have three suggestions.
One.
Finish the sets. Nobody wants to see Heimer eight times. Please, try to make it balanced, too.
I have a suggestion.
Mordekaiser.
8 Stars
Zombie/Effect
Once per turn, you may decrease the defense of a monster your opponent controls by 700 and increase this card's attack by 500. If this card destroys that monster in battle, special summon it to your side of the field. It gains 500 attack. At the end of your next turn, destroy the monster you special summoned. You can only activate this effect if there are no other cards your opponent controls on your side of the field. If Mordekaiser is removed from the field, destroy the monster that was special summoned.
ATK: 2500 Def: 1100
Two.
Read the champ abilities. The way you made these makes it feel like you just looked at the skin list and thought they might work well.
Three.
Stop bumping it when you have nothing new. seriously. It's annoying. STOP IT. And if you have something new, WRITE THAT YOU DO.

Fix this mangled mess and get your crap together.
[/quote]

dude the reappearing pics r a bug u DO kno tht right O_o/
im goin by [b]alphabetical order[/b] as well. and u DO kno tht my set just started bout 2 weeks ago O_o?
being corected by a new member i cnt take u tht seriously. calling this crap? lets see wat u got.

1. how the fuk does lifesteal come to play in YGO? do u even play ygo? ur akali effect is stupid. she gains extra abilities by gettin equips. no AP so in this case DEF and ATK.

2. ur morde's effect needs many OCG changes. no surprise coming from a new member. attack is ATK defense is DEF special summon is Special Summon. i like how u think ur cool by applying abilities not recognizable by the YCM group into my cards ^^

3. i cnt fx the bug. pretty much lottsa ppl r experiencing it.

4. xin is an initiator, therefore being the guard of all the others.

5. chogath is fine. how can u destroy a monster with 1500 atk? use ur sense.

6 galio is fine too. considering ur opponent HAS to atk him with 3200 DEF makes him OP

7. (of topic) wen u corect me, ur OCG is horrible ^^

8. cait is like tht for a reason. so u see her go H2H in team fights? no. shes in the bakc. hence the effect derp

9. skil cnt come to play in YGO hence my fid. making him have a huge ATK power and makin him die is pretty balanced. do w/e u can in 3 turns. if i made him destroy all monsters THATS op im sry sir.

10. ur jarvan and janna r both very OP. once u have jarvan on the field, u cnt die. like wth do u read ur card effects u write? O_o

11. Mundo's effect is fine. ur effect is just bs. i put him in DEF mode im safe frm everything and i gain 500 lifepts as bonus. dump

12. corki omfg dont even get me started. EVERY TURN? 1 for 1? op as sheet. no no and no. pierce is fine ill add tht.

13. eve is fine. her invis comes to play

14. gragas. r u kidding me. -facedesk so hard- do u realize how OP ur effects r. they r all positive with no pay. u cnt play YGO with tht.

15. cass should NOT. ur ocg errors make me laff bout how serious u r wen u wrote this. with so lil ATK, she is UP if she can be.

lets continue :)

no to irelia (maybe if she was an egyptian god sure) herm was good ill take tht.

thnks for commenting. but plz consider ur words b4 u speak c:

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meh, i read your cards and your OCG wasn't that great either... he has some alright suggestions..

honestly you don't have to finish a set before you post it... i think the bumping is overdone too, but eh, my threads never get comments so i kinda bump it a lot too

in LoL, a lot of characters have Life Steal, so yeah lol..

OCG gets better as you make more cards, you will get used to it, i used to have trouble with OCG too, now i'm fine
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[quote name='krazyxgamer' timestamp='1304564495' post='5188905']
meh, i read your cards and your OCG wasn't that great either... he has some alright suggestions..

honestly you don't have to finish a set before you post it... i think the bumping is overdone too, but eh, my threads never get comments so i kinda bump it a lot too

in LoL, a lot of characters have Life Steal, so yeah lol..

OCG gets better as you make more cards, you will get used to it, i used to have trouble with OCG too, now i'm fine
[/quote]

i took sum suggestions. i mean i cnt really input lifesteal in this.
my ocg isnt too bad. i try to avoid certain words but to get the effect i want, i gotta use sum errors ya no?
sry bout the bumping. b4 u guys commented i had 200 views 0 comments LOL
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