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Soul Monsters


Zenith Heaven

  

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  1. 1. The IDEA, as opposed to the cards being presented.

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Just posting to get feedback. Not looking for fights, not looking for smart comments, just looking for feedback.

CARDS ARE POSTED AS EXAMPLES. There are several that are overwhelmingly powerful. I get that. I'm not here to get feedback on the cards. I'm here to get feedback for the concept.

And yes, I'm new, started today, whole nine yards.

Soul's Last Resort introduces a monster archetype called "Soul Monsters". They're basically your ultimate back-up. I'm working on a way to make these cards actually playable (i.e. give them weaknesses), but there are a couple that I have at the moment that are pretty much unbeatable.

Soul Monsters have white backgrounds, and have blue circles with white stars, instead of red circles with yellow stars (Which I couldn't be bothered to fix - that's why it still says "Synchro". Just pretend it says "Soul" instead of "Synchro"). Soul monsters go into your extra deck, and you can only have one soul monster in your deck. Then, the only way to summon them is by "Soul Summon", which can only be done under very specific conditions. Soul Summons don't require cards, they activate when a player is about to lose. You reduce your life points to 0, and Soul Summon your monster. As long as that monster is on the field, you can't lose the duel, and if it is removed from the field, you lose automatically.

In my story, the card(s) responsible for your imminent demise are negated and removed from play, but that's a little overboard for real-world playing. Soul Summoning is treated as a Special Summon for the purpose of negation, and Soul Monsters cannot be removed from play, returned to the player's hand, and can only be controlled by its summoner.

Soul monsters are pretty much just a way to save your hide. The idea is each duelist only ever gets one, and no one else can ever use that one. And in reverse, a duelist can only use the one they've been given. I'm still working on the strategy, and the overall playability of these cards, but basically that's what's going on. I can take suggestions, but the biggest reason they're up here is so I can see them. I work better with visual stuff.

Of course, with every specific way to summon something, there's always gotta be some card out there that makes it easier. So I made two. A "Ritual" Soul Summon, and a trap summon. You know. To make them easier to play.

So. That's Soul's Last Resort.

And I guess I could ask for comments/suggestions on my OCG.

[center]"Yamu, the Golden One" and "Abyss, the Chaos Luster Dragon"

[img]http://img822.imageshack.us/img822/2411/415647.jpg[/img][img]http://img535.imageshack.us/img535/2411/415647.jpg[/img]

The second one is what appears when the first one's effect activates and changes its Attribute to DARK.

The full text is below for your convenience.[/center]

"Discard your entire hand. During either player's turn, you can change this card's attribute to DARK (permanently). If you activate this effect, this card's name is treated as "Abyss, the Chaos Luster Dragon". Cards cannot be activated in response to this effect. As long as this card remains face-up on the field, you cannot control a hand or conduct a draw phase. • If this card's attribute is LIGHT, it cannot declare a direct attack. Once per turn, you can activate or Set a Magic Card from your Deck. • If this card's attribute is DARK, when a card effect (other than this card) is activated, negate the effect and destroy the card, and reduce this card's DEF by 500 (permanently). If this card's DEF is reduced to 0, destroy all other cards on the field and switch this card into Defense Positon. Its battle mode cannot be changed for the rest of the Duel, and once per turn, you can negate an attack that targets this card. If this card's DEF is 0, you can conduct a draw phase and control a hand."

[center]"Guardian Angel Eatos"

[img]http://img689.imageshack.us/img689/2411/415647.jpg[/img][/center]

Once per turn, for each card equipped to this card, select 1 monster in your opponent's graveyard. This card gains ATK equal to that monster's original ATK. By discarding 1 card from your hand, you can add an Equip Card from your Deck to your hand, or equip it to this card. This card cannot be destroyed or removed from the field by card effects. You can discard 1 card equipped to this monster to negate any attack and end the Battle Phase. This effect cannot be negated.

[center]"Overly Obnoxious Celtic Guard"

[img]http://img546.imageshack.us/img546/2411/415647.jpg[/img]

"Cyber Gold Dragon"

[img]http://img191.imageshack.us/img191/2411/415647.jpg[/img]

"Dark Soul Catapulter"

[img]http://img84.imageshack.us/img84/2411/415647.jpg[/img][/center]

During either player's Battle Phase, if this card is in Defense Position, put 1 counter on this card. This card gains 500 ATK and DEF for each counter on this card. By removing a number of counter(s) from this card, destroy a number of card(s) on the field equal to the removed counter(s). You can discard 1 counter and removed 1 card in your Graveyard from play to negate 1 card effect and destroy it.

[center]"D.D. Spirit Dragon"

[img]http://img146.imageshack.us/img146/2411/415647.jpg[/img][/center]

CARDS ARE POSTED AS EXAMPLES. There are several that are overwhelmingly powerful. I get that. I'm not here to get feedback on the cards. I'm here to get feedback for the concept.
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