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Let's deck review here.

Here's the 1st deck I played with today.

[b]Knights of Pluto[/b]

Monsters

3 Steiner Pluto Knight I
2 Blutzen Pluto Knight II
2 Kohel Pluto Knight III
2 Laudo Pluto Knight IV
2 Dojebon Pluto Knight V
2 Breireicht Pluto Knight VI
2 Weimar Pluto Knight VII
2 Haagen Pluto Knight VIII
2 Mullenkedheim Pluto Knight IX
Ryko, Lightsworn Hunter

Spells
2 Mystical Space Typhoon
2 The Warrior Returning Alive
Reinforcement of the Army
Life
Full-life
Giant Trunade
Swords of Revealing Light
Gravija

Traps
2 Bottomless Trap Hole
2 Divine Wrath
2 Dark Bribe
Dark Mirror Force
Threatening Roar
Defense Draw
Draining Shield

Purpose of this deck is to swarm the field with Pluto Knights to create a great defense and offense.At times I've found it hard to bring out a Steiner. This could be resolved exchanging some spells and or traps for more draw or search cards or it could be done by adjusting Steiner's effect.
Steiner's effect is as follows...

[img]http://fc07.deviantart.net/fs70/f/2011/191/0/7/captain_steiner_by_depressionmoon-d3iqbs8.png[/img]

I did also forget to include the Alexandria Field Spell card which prevents my monsters from being destroyed by Trap cards while also boosting their stats. Adding those would provide good defense and coupled with 2 terraformings it would thin my deck so I could draw better. Steiner's effect reduces a monster's atk or DEF by 1/4 meaning if a monster has 2000 ATK that monster will lose 500 ATK. Sorry I realized after the duel dividing it by 4 might be too op. His effect should really read as.. Once per turn if you control a "Pluto Knight" monster other than this card you can Special Summon 1 "Pluto Knight" monster from your Deck. Each time a "Pluto Knight" monster is Summoned place 1 counter on this card. You can remove 2 counters from this card to decrease the ATK or DEF of 1 monster that your opponent controls by 1/4.

Gravija's effect is changed to last until the End Phase. The monsters' ATK and DEF are decreased to 1/8 of the their current ATK and DEF.

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Since we're doing Deck reviews, this is the Deck I used in our duels today. It's basically a Dark World Deck, but their effects are used more to mill the Deck for DARKs for Bass' support cards.

[u]Monsters[/u]

3 Dr. Cossak - NetOp
2 Mummira
2 Bass.EXE
2 Skull Man
2 Dark Grepher
2 Dark Knight Cecil
2 Dark Crusader
2 Kahkki, Guerrilla of Dark World
2 Brron, Mad King of Dark World
Dark Hunter
Sangan

[u]Spells[/u]

2 Mystical Space Typhoon
2 Gold Sarcophagus (Search for Cossak or one of the Supports)
2 Dark Arm Blade
Darkness Overload
Tango
Veil of Darkness

[u]Traps[/u]

2 Dimensional Prison
2 Dark Bribe
2 Divine Wrath
Defense Draw
Chocobo Ride
Meteor Flare
Bottomless Trap Hole


I've noticed that not being able to reliably get Bass up, aside from Cossak's effect, can be detrimental to the deck. I've recently decided to add in Sangan instead of a third Mummira, so Cossak can be searched faster. Still though, any improvements would be appreciated. If you wish to see Bass and Cossak's effects, they are on the previous page of this thread.

Also, one request to FF Fan: I know I said it would be alright to keep out the Viruses for now, but could you add in "Gospel"? He's last in the list of Viruses in the last submission, and Bass' Fusion can't be made without him.

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2nd Deck: Ozma

Monsters
3 Ozma
3 Mystic Piper
3 Cloudian - Sheep Cloud
3 Dragunity Corseca
2 Archlord Kristya
2 Ryko, Lightsworn Hunter
Agido
Dark Nephthys
Morphing Jar

Spells
2 Trade-In
2 Dark World Dealings
3 Cards of Consonance
Level Limit Area B
Giant Trunade
Full-Life
Hand Destruction
Swords of Revealing Light
Magical Mallet

Traps
2 Seven Tools of the Bandit
2 Negate Attack
Defense Draw
Gravity Bind
Solemn Judgment

I feel this deck might be all over the place. The purpose of this deck is to discard enough monsters for Ozma's effect. It took a little while for me to bring him out, but I stalled with swords and negate attacks in order to bring him out. Once I got him out things were easier, but I believe he may be over powered. Let's take a look at his effect.

[IMG]http://i.imgur.com/T3Ew4.png[/IMG]

This card is old, but you can only increase Ozma's ATK by his effect, not his defense. With an effect like this his effect should include that you can only control 1 of him at a time or make him a limited or semi-limited card.

As to you Nu-Mou. I can add Gospel to the new set. Before I update the new set though we'll need to decided if this card should be limited or semi-limited. After some thought Bass.exe is fine. Like you said he could be taken out be being attacked by a higher attack monster, but Cockatrice cannot kill it, because it would be removed by a card effect and not just from the attack itself. He could also be removed from the field by flipping him face-down to negate his effect and then using a card effect that way.

As for my deck I think I'll need some more draw power for it to work a bit faster. I could go with Appropriate and Cup of Ace which would net me big draws.

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Ah yes, I apologize for mistaking effect destruction for allowing the attack to destroy it. Still though, I'd like for Bass to be able to be returned to the hand, just as a balance. I didn't even use double attack equips or activate his self-boosting effect.

For Ozma, since he needs lp to gain any atk, and his def is always 0, I could see him being semi-limited. Though, I'd also like to see him given the "control only one" clause. 1 super-powered double attacker would be plenty for most any given situation, provided you have adequate defenses against Spells and Traps.

Speaking of defenses, I'm noticing very few in the Ozma deck. You aren't packing any Space Typhoons, Bribes, or Divine Wraths? The latter would allow you to discard monsters for Ozma's summoning, and the former 2 are just...necessary provisions. Trunade may remove them from the field, but that doesn't substantially remove the threat they pose to your ultimate goal. Also, I fail to see what Level Limit - Area B does for you that isn't solved by Gravity Bind. If the monsters are in defense position, damage isn't dealt if your opponent can keep monsters up. But, with Gravity Bind, they can be changed to attack position by card effects, allowing the hurt to continue. If anything, I'd use Area A instead, since what your opponent could keep up would probably be low-leveled.

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Strange, they work fine for me...I'll get those links to you. In the meantime, here's the 12 cards I'd like put in:

[spoiler=Yay, I learned yvd formatting!]|Forte|0|MMZ|Machine/Effect|Dark|8||2900|1900|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Banishing 2 EARTH or DARK monsters in your Graveyard. When this card is Special Summoned, destroy every Level 4 or lower monster on the field. Discard 1 card to negate the activation of a Spell or Trap Card that targets this card and destroy it. When this card battles, ignore the effects of your opponent's Equip and Quick-Play Spell Cards. If control of this card changes to your opponent, select 2 cards on your opponents side of the field and destroy them.|
|Treble|0|MMZ|Machine/Union/Effect|Dark|3||1400|900|Once per turn, you can equip this card to a face-up Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. Increase the ATK of a monster equipped with this card by 500 points. A monster equipped with this card is treated as a DARK monster. (A monster can only by equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)|
|Dr. Cossack|0|MMZ|Psychic/Effect|Earth|3||1350|1200|While "Dr. Wily" is face up on the field, increase this card's ATK by 300 points. During your Main Phase, if there is a face-up WATER monster on your side of the field, you can Special Summon 1 Level 4 or lower Machine-Type monster from your hand.|
|Super Adapter Forte|0|MMZ|Machine/Fusion/Effect|Wind|9||3400|3000|"Forte" + "Treble"
This card can only be Special Summoned by Fusion Summon. This card can only be Fusion Summoned with the above Fusion Material Monsters. This card is also treated as a DARK and EARTH monster while it is face-up on the field. When this card is Special Summoned, select 1 Attribute and destroy all face-up Level 5 or lower monsters on the field with that Attribute. When this card is attacked by a Machine-Type LIGHT monster, discard 1 card to destroy the monster and inflict 800 points of Direct Damage to your opponent's Life Points. When this card is destroyed by battle, Special Summon "Forte" to your side of the field in face-up Attack Position.|
|Proto Man|0|MMZ|Machine/Effect|Wind|8||2600|2000|Increase the ATK of this card by 200 points for every "Mega Man" on the field. If this card is destroyed by battle, you can pay 800 Life Points to send it to the bottom of your deck.|
|Shadow Man|0|MMZ|Machine/Effect|Dark|6||2550|1900|This card cannot be Special Summoned by the effect of "Dr. Light's Laboratory". When this card destroys an opponent's monster by battle, remove the destroyed card and all cards equipped to it from play. This card cannot be destroyed by the effect of a Trap or Effect Monster Card.|
|Gravity Man|0|MMZ|Machine/Effect|Dark|5||2450|1500|When this card destroys an opponent's monster by battle, discard 1 card and activate one of the following effects: - Decrease the ATK and DEF of 1 face-up monster by 800 points until your next End Phase. - Select 2 face-down cards on the field. These cards cannot be flipped face-up while this card remains in Attack Position. - Change the Battle Position of 1 monster on the field. That monster cannot change its Battle Position unless the controller of the monster discards the top card of their Deck.|
|Galaxy Man|0|MMZ|Machine/Effect|Dark|5||2300|1200|When you or your opponent activates a Spell Card during your turn, select and apply 1 of the following effects: - Select 1 Level 5 or lower monster on the field and Remove it from Play. Decrease the ATK of this card by 50 points for each monster Removed from Play by this effect. - Select 1 non-DARK monster on your opponent's side of the field and decrease its ATK by 700 points OR decrease its ATK by 300 points and increase this monster's ATK by 200 points. This card cannot attack the selected monster during your next Battle Phase.|
|Wave Man|0|MMZ|Machine/Effect|Water|4||1550|1400|Increase the ATK and DEF of this card by 150 points for each WATER monster in your hand or Graveyard. When this card attacks an opponent's monster, decrease the ATK of the monster and the two adjacent monster cards by 200 points until the End Phase.|
|Crash Man|0|MMZ|Machine/Effect|Earth|5||2500|1600|During your Main Phase, you can Special Summon 1 "Crash Token" (Machine-Type/EARTH/Level 2/ATK 400/DEF 1100) in Defense Position. The "Crash Tokens" cannot be used as a Tribute for a Tribute Summon. During your Standby Phase, Tribute 1 or more "Crash Tokens" to destroy a monster whose Level is equal to or less than that of the Tributed "Crash Tokens".|
|Bright Man|0|MMZ|Machine/Effect|Light|3||1800|1350|While there are at least 2 LIGHT monsters on your side of the field, this card cannot be targeted by the attack of a non-LIGHT monster.|
|Heat Man|0|MMZ|Machine/Effect|Fire|4||1900|1700|When this card battles with a FIRE or Pyro-Type monster, increase this card's ATK by 400 points during the Damage Step only. When this Defense Position monster is sent to the Graveyard by the effect of an opponent's FIRE monster, increase your Life Points by 800 points.|[/spoiler]

[spoiler=Images][url="http://i1084.photobucket.com/albums/j418/Shadebane/Forte.gif"]Forte[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Treble.gif"]Treble[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/SuperAdapterForte.gif"]Super Forte[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/DrCossack.gif"]Dr. Cossack[/url] (You'll have to add the period after Dr, Photobucket removed it)
[url="http://i1084.photobucket.com/albums/j418/Shadebane/ProtoMan.gif"]Proto Man[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/BrightMan.gif"]Bright Man[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/CrashMan.gif"]Crash Man[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/WaveMan.gif"]Wave Man[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/HeatMan.gif"]Heat Man[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/GalaxyMan.gif"]Galaxy Man[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/GravityMan.gif"]Gravity Man[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/ShadowMan.gif"]Shadow Man[/url][/spoiler]

By the way, I noticed the Battle Chip naming problem, since colons can't be used in pic names. I see you fixed it with a hyphen in WideSword, AreaGrab, and Panel Grab (Panel has a completely wrong effect by the way), but Barrier is still a colon. Also, Bass GS was accidentally named GX, causing another image inconsistency.

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Didn't you submit Dr. Cossack in the last submission?

Super Adapter Forte is missing his fusion material.
Also my mistake on Panel Grab. I copied and pasted Wishing for Fortune to make that card and forgot to change the effect. Fixed it.

Here are the pics to some new cards I've submitted.

[spoiler= pics] [url="http://i.imgur.com/8IXAS.gif"]http://i.imgur.com/8IXAS.gif[/url] (Goes into the XCAF folder)
[url="http://i.imgur.com/hRsgz.gif"]http://i.imgur.com/hRsgz.gif[/url]
[url="http://i.imgur.com/svzF6.gif"]http://i.imgur.com/svzF6.gif[/url]
[url="http://i.imgur.com/4pluQ.gif"]http://i.imgur.com/4pluQ.gif[/url]
The rest you need to create a new folder. Name it ZLD.[/spoiler]

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With the revisions made to my Pluto Knight deck it seems very formidable. At times it seemed to easy to win. I am unsure if they are overpowered as they haven't been tested against top tier TCG decks. I also dueled with my Summon deck today. I made it in a hurry, but I still won and I got rid of unnecessary cards I added probably because I was in a hurry for more useful cards like an extra Terraforming, Curaga, and a Dimensional Prison.


Edit: White Mage and Summon decks updated in the first page. Knights of Pluto added.
Edit #2: I actually realized how broken Steiner could be. Imagine if I already had him plus to others on the field, then I use him to Special Summon another Steiner from my deck thus getting a counter and that new Steiner can activate his effect summoning another Pluto Knight and also both Steiner's gaining a counter in the process. I think I'll change his effect to Special Summoning from the hand without requiring another Pluto Knight on the field or I could limit only being able to control 1 of him at a time.

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I posted this here as I got an error message when I attempted to PM this to you Nu-Mou.

I really like Boko's. I'm not sure exactly how you could take advantage of Cloud of Darkness's, but messing around with stuff I might be able to find use for it.

I can play just about anytime today. So just let me know when you're ready.

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Okay, since you (FF Fan) are unavailable for a while, I think I'll just post these concerns here before I forget:

I made a slight mistake when submitting Gemini Man. I originally made him LIGHT (you can check the Classic topic to confirm), but I accidentally typed EARTH in the submission. Of course, it wouldn't seem to affect much, so you can choose whether to change it.

I feel like Spark Man's secondary effect of preventing Sets with Battle Damage should be kept to Spells and Traps. Preventing monster Sets pretty much guarantees that the opponent will be paralyzed consistently, preventing any returned punches outside of Spells or pre-Set Traps. I think you can see the OP-ness there.

I've just checked to make sure, and Mega Man.EXE - Brother Style is still erroneous. Just replace him with this:

|Mega Man.EXE - Brother Style|0|MMZ|Warrior/NetNavi/Effect|Light|7||2650|1800|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Mega Man.EXE" and 1 other NetNavi monster from your side of the field. This card is treated as a NetOp monster while it is face-up on the field. Once per turn, you can pay 800 Life Points Special Summon 1 Level 5 or lower NetNavi monster from your hand or Deck. Increase this card's ATK by 100 points for each NetNavi monster Summoned by this effect. When this card is removed from the field, destroy every NetNavi monster Summoned by this effect. This card cannot declare an attack unless "Lan Hikari" is face-up on your side of the field.|

That's the entirely correct card. By the way, if I'm not writing the formatting right, please tell me.

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I made Gemini Man light.

Also, from your earlier WIND deck I was inspired to make one of my own. Edit: Updated set file.

[u]Monsters[/u]
2 Kain the Dragoon
3 Freya the Dragon Knight
3 Sir Fratley the Dragon Knight
3 Barrier Statue of the Stone Winds
2 Fleur Synchron
2 Flying Kamakiri #1
2 Runic Knight
Palidor
Black Chocobo
Cutman
Dodger Dragon

[u]Spells[/u]
3 Divine Wind of Mist Valley
2 Terraforming
2 Gold Sarcophagus
2 Forbidden Chalice
Full-Life
Life

[u]Traps[/u]
2 Dark Bribe
2 Spiritual Wind Art - Miyabi
Bottomless Trap Hole
Trap Stun
Mirror Force
Dimensional Prison

[u]Extra Deck[/u]
3 Chevalier de Fleur

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