Jump to content

The Dark Realm


Techi☺

Recommended Posts

Hello people... feel free to get as OCG-Nazi and trollish as you wish, but if you be helpful... there might be some positive reps here. (Helpful =/= Nice. Helpful = Factual and to the point with info of what to change.) However, I love nice people, so if any compliments are being with-held, then feel free to let them fly. ... Let the process begin.
(DO NOT FORGET TO CHECK OUT THE OTEHR CARDS IN THE SPOILER BELOW)
[center]Deck's Main Card of interest:
[img]http://img830.imageshack.us/img830/4440/243934s.jpg[/img]
[font="Book Antiqua"][color="#008000"]1 "Dark Realm" Tuner + 1 or more non-Tuner monsters[/color][color="#2E8B57"]
When this card is summoned successsfully, you can remove up to 5 "Dark Realm" monsters from your hand or Graveyard from play to increase this card's ATK by 200 for each monster removed from play. When this card is removed from the field, you can draw 2 cards. Your opponent must discard 1 card for each "Dark Realm" monster you draw by this effect. [/color][/center][/font]

[spoiler=Card's I am making public(More coming soon.)]
[img]http://img845.imageshack.us/img845/4797/243934.jpg[/img]
When this Monster is Summoned, the effect of a spell card on your opponents side of the field is negated and sent to the graveyard. Every time this Monster defeats one of your opponents monsters in battle, you can destroy cards in your opponents spell/trap card Zone for every Face Up "Dark Realm" Monster on your side of the Field. This card's effect can negate and destroy Spell and Trap cards even if their effect states that they can not be negated.
[img]http://img692.imageshack.us/img692/6066/243934a.jpg[/img]
This Monster can be Special Summoned from your hand if there is already 3 "Dark Realm" Monsters on your side of the field and you Discard Two cards from your Hand. When this Monster is Summoned, place a Soul counter on this card for every Fiend Monster on your side of the field(Max 3). During your battle Phase, this Monster can only attack once for every Soul counter on this card.

[img]http://img192.imageshack.us/img192/4797/243934.jpg[/img]

This Monster can not be Special Summoned. When this Monster is Normal Summoned, place a Fear counter on every Monster on your Opponent's Side of the Field(Maz 2).
You can Remove from Play one "Dark Realm" Monster from your Deck to place Fear counters on Monsters on your Opponents side of the Field for every Fiend Typed Monster in Both players Graveyards. This Monster gains 500 ATK for every Fear counter in play. Any Monster with a Fear counter on them can not attack While this Monster is on the Field.

[img]http://img14.imageshack.us/img14/4797/243934.jpg[/img]

Tbis Monster can be Summoned from your Hand or Deck and only by its own effect. By Sending "Corrupted Wolf Spirit of Dark Realm" and two other "Dark Realm" Monsters on your side of the Field to the Graveyard, you can Special Summon this Monster in Face Up Attack Mode. When this Monster is Summoned, you can Remove from Play Trap and Fiend-Typed Monster cards from Either Players decks to Increase this Monsters ATK and DEF for 500 each(Up to 10). This Monster can Attack Directly by Negating the effect of a continious Spell card on the field and sending it to the Graveyard.

[img]http://img840.imageshack.us/img840/3604/243934y.jpg[/img]

During Your Standby Phase, when you control a level 8 or higher Monster, you can Special Summon this Monster from your Hand and Draw a card.

[img]http://img818.imageshack.us/img818/4797/243934.jpg[/img]

Increase the ATK of this Monster for every Face Up "Dark Realm" Monster on your side of the Field by 500.

[img]http://img32.imageshack.us/img32/4797/243934.jpg[/img]

Increase the ATK of this Monster for every Face Up "Dark Realm" Monster on your side of the Field by 700. If "Corrupted Fiend Mage of Dark Realm" is one of the cards Tributed to Summon this Monster, this Monster also gains the effect of the other Monster Tributed.
[img]http://img10.imageshack.us/img10/4797/243934.jpg[/img]

When this card is first played, you must Discard a "Dark Realm" Monster from your Hand. Once per Turn Your Opponent must select one of the following effects to be Activated:
-Deal 1000 Direct Damage to your opponent for Every "Dark Realm" Monster on the Field.
-Your Opponent Must Remove from Play 5 cards from the top of their deck for every Dark Realm Monster on the Field.
-Take one "Dark Realm" Monster from your Hand and place it Face up on your Opponents side of the Field in one of their empty Monster places. That Monster Counts as a "Dark Realm" Monster but is not controled by either player and your opponent can be attacked Directly if they control no other Monsters. Monsters placed on the field by this effect can not be tributed or destroyed by effects and cannot Attack or be selected as an Attack target.

[img]http://img39.imageshack.us/img39/4797/243934.jpg[/img]

This Monster can be Special Summoned from your Hand by Removing from Play Three "Dark Realm" Monsters from your Graveyard and one "Earth Knight of Dark Realm" from your Field or Hand. Once per Turn, by discard one Card from your Hand, you can Increase your Life points by Half of this Monsters ATK.

[img]http://img51.imageshack.us/img51/9894/243934j.jpg[/img]

This Monster can be Special Summoned from your Hand by Removing from Play Three "Dark Realm" Monsters from your Graveyard and one "Fire Knight of Dark Realm" from your Field or Hand. Once per Turn, by discard one Card from your Hand, you can deal Half of this Monsters ATK as Direct Damage.

[img]http://img38.imageshack.us/img38/4440/243934s.jpg[/img]

This Monster can be Special Summoned from your Hand by Removing from Play Two "Dark Realm" Monsters from your Graveyard.

[img]http://img607.imageshack.us/img607/9894/243934j.jpg[/img]

This Monster can be Special Summoned from your Hand by Removing from Play Two "Dark Realm" Monsters from your Graveyard.

[img]http://img848.imageshack.us/img848/893/243934b.jpg[/img]

When this card is activated, it is epuiped to a Monster on your opponents side of the field. The equiped Monster can be considered a "Dark Realm" Monster and it's effect is negated. Once per turn, during either player's Battle Phase, Place a Corrupt Counter on the Equiped card for every Fiend Typed Monster on your side of the Field(Max 5). The Equiped Monster loses 500 ATK points for every Corrupt counter placed on it. When 5 Corrupt Counters are placed on the equiped Monster, it is removed from play and you can Special Summon one our two Monsters from your Deck or Graveyard that's stars are equal to or Less than the monster's stars that was removed from play by this effect. If the Equiped Monster is destroyed by Battle or Removed from Play by this cards effect, you can add this card to your hand.
[/spoiler]

Disclaimer-
I try my best to get it known that I don't use my own images because-Well- I don't make them. However, I do use other's images and will give credit to the person if I can find a proper name to give it to. You'll find the respective artist's name(Or the name of the Owner of the Archive of where the image Reside's) In the bottom right corner of each card if I could find a person to give credit to. If you find your image you made in here, then Pm me with prove and I will either take the card down or supply credit where it is due.
Link to comment
Share on other sites

[quote name='ragnarok1945' timestamp='1306039884' post='5224435']
200 is a bit too much, since you didn't say it's a temp effect

therefore, it should be 100 per monster for an atk boost

plus 2 card draw is plenty, I'd lower it to 1 card

7.5/10
[/quote]
Yes yes, the Main Card is a bit Op, I get that.

But what about all the cards in the Spoiler? O_O .........(These ones I did Yesturday/this morning, I have a bunch of older ones and new ones I will be making to add to the spoiler as well.)
Link to comment
Share on other sites

[quote name='ragnarok1945' timestamp='1306040095' post='5224444']
I'm sure I reviewed those, but just to be safe, mind linking again?
[/quote]
Link? They are in the spoiler below Blood Red Dragon... There should be roughly 10 in there...
Link to comment
Share on other sites

[quote name='ragnarok1945' timestamp='1306040599' post='5224457']
for Mech Wolf I'm not sure removing up to 10 is a good idea, maybe lower that down just a bit

beyond that though,the rest look just fine to me
[/quote]
Thank you for your time =3... ( I figured 10 is okay because he is situationally dependent on a situational monster...)
Link to comment
Share on other sites

I was asked to take a look at the 'Corrupted' monsters in this set, and look at them I have -- here's my verdict below, beware the small walls of text all ye who enter the spoiler tags.

[spoiler="Corrupted Samurai of Dark Realm"]"When this Monster is Summoned, the effect of a spell card on your opponent's side of the field is negated and sent to the graveyard." I'm not entirely sure what that means -- does it once-while-it's-on-the-field Magic Jammer something, or is it a first-enemy-spell-card-gets-Doomcaliber'd, or does it flat-out bust up something on summoning? I can't quite figure it out.

"Every time this Monster defeats one of your opponents monsters in battle, you can destroy cards in your opponents spell/trap Zone for every Face Up "Dark Realm" monster on your side of the Field." OK, this could be a bit broken. I won't know for sure until I go and look at the rest of them, but if there's enough of a shot to get many of them out then this could cross over into broken territory.

(As for the wording of that second effect, try "When this card destroys an opponent's Monster as a result of battle, you can destroy 1 Spell or Trap card your opponent controls for each "Dark Realm" monster you control." Because you can't count face-downs unless it explicitly says so [and even then you have to reveal or show them somehow], it'll still count only the face-up ones on your side of the field this way.)

The last effect, "This card's effect can negate and destroy Spell and Trap cards even if their effect..." yeah, that might be going a little overboard.

You can get away with up to two of the effects you've got here so far, but if you let him keep his second effect then you might want to give him a couple hundred more ATK and bump him up to Level 5, because otherwise it's a little overpowered for a Level 4 -- even with 1400 ATK.[/spoiler]

[spoiler="Corrupted Pirate of Dark Realm"]Alright, this is interesting. You make him able to be Special Summoned by controlling 3 "Dark Realm" monsters and discarding 2 cards from your hand. Then when he's Summoned, you let him gain up to 3 counters that determine how many times he can attack . . . this in mind, I think you could stand to drop the cost to 2 "Dark Realm" monsters on-field and 1 card discarded, though you should also make it so that it's every [i]other[/i] Fiend-type monster.

However, this is just my opinion -- the card itself, interestingly enough, isn't particularly flawed other than a couple OCG slip-ups here and there (e.g., 'Fiend Monster' instead of 'Fiend-Type Monster') . . . however, me trying to fix OCG is going to keep me here much longer than there is daylight, what with how many cards are here, so let's head on to the next one.[/spoiler]

[spoiler="Corrupted Wolf Spirit of Dark Realm"]Alright, first thing I'm going to point out is the counters. Usually, when within a single archetype, you use only one type of counter, only bringing out a seperate type of counter when the card is a particularly radical shift from the norm -- e.g., 'Hyper Venom Counters' from the Venom archetype's Big Bad.

Next up, the rest of the effect. He gains 500 ATK for each counter he's put out, and you can remove 1 "Dark Realm" monster from your Deck to place 1 counter on a monster your opponent controls for each Fiend-type monster in either Graveyard. And as an aside monsters with the counters can't attack while he's out. With effects like these, I can't help but think you should change the cost so that you're removing the monster from your Graveyard -- because otherwise you're going to be able to put the same number of counters onto the enemy [i]each time the effect activates[/i], or more than the previous number even . . . this can get fairly big fairly fast, even if it's a maximum of two counters per enemy. You also could stand to lower the ATK gain to 300 or 400, as with even a limit to 2 per target, that's still 1000 per monster, so you could be swinging around with 5000 ATK or greater with only 2 Tributes.

So I'd say drop the ATK boost's potency and change where you remove the "Dark Realm" monster from, and that's pretty much all I'd have issue with taken care of.[/spoiler]

[spoiler="Corrupted Mech-Wolf of Dark Realm"]OK, right off the bat the typing stands out. I can see the allure of dual-typing monsters, I've done it before myself, but it's much nicer to do it in your effect than on the card (e.g., it's Fiend-Type, but while it's on the field and Graveyard its type is also treated as "Machine"). Next, the Summoning condition. You can just say "This card can be Special Summoned from your hand or Deck in face-up Attack Position by sending "Corrupted Wolf Spirit of Dark Realm" and two other "Dark Realm" monsters you control to the Graveyard." Which is an alright summoning condition, I'd suppose, let's see . . . When he's summoned, you may remove from p-- hoo boy! Restrict this one to just YOUR cards, and only one of those two types of card, friend, because if you could get rid of ENEMY cards from THEIR Deck and get ATK for it, that's just too much of a good thing right there (and if you have both you can be rid of, it's relatively simple to get enough for a 5000 ATK monster, again)! As for the final effect, that one should also either be restricted to your own cards, or nixed entirely -- and for the same reason: If you get to negate your opponent's Continuous Spell Card and pop it, and THEN attack directly with up to (what am I saying, 'up to', when you pretty much CAN do it right from the getgo) 5000 ATK, that's pretty much too much.[/spoiler]

[spoiler="Corrupted Gift Fairy of Dark Realm"]Where the cards up to this point have been overpowered, this one is surprisingly UNDER-powered. If you control a big monster (Level 8 or higher), you can Special Summon her from your hand and draw a card, all in your Standby Phase . . . but beyond that she's not much to write home about. I noticed you had a Synchro Monster up there but no Tuner in-archetype -- perhaps you should make this little lass a Tuner to give her a bit more playability?[/spoiler]

[spoiler="Corrupted Fiend Mage of Dark Realm"]This one's a simple issue. He's Level 4, but the increase he gets is a lot more than a Level 4 should be tossing around without some limitations -- 500 for every "Dark Realm" monster you control? That makes him 2000 ATK hot off the presses, let alone with friends! Perhaps dropping it down to 200 or 300 for each one, or 300 for every OTHER "Dark Realm" monster you control, but as-is he's a touch too potent.[/spoiler]

[spoiler="Corrupted Fiend Knight of Dark Realm"]Now this is nifty, and actually sommat balanced to boot. His starting ATK is low, he gains 700 ATK for each you control . . . OK, you COULD stand to drop the increase to about 500 or 600, and/or limit it to every other one you control, but it's good so far. Then the extra effect, that if you Tributed the Fiend Mage he gets the effect of the OTHER monster you Tributed. That's actually the first time I've seen that specifically, and it's not a bad trick (I wouldn't mind giving him a little Reaper On The Nightmare action myself in this case...).[/spoiler]

All in all, a good few of the monsters are a bit on the overpowered side and need a little nerfing, but the concepts are sommat interesting on their lonesome. Give 'em a little tweaking and this subset of the archetype will be right as rain . . . I think.
Link to comment
Share on other sites

[quote name='Baroque in Paradise' timestamp='1306123634' post='5226498']
I was asked to take a look at the 'Corrupted' monsters in this set, and look at them I have -- here's my verdict below, beware the small walls of text all ye who enter the spoiler tags.

[spoiler="Corrupted Samurai of Dark Realm"]"When this Monster is Summoned, the effect of a spell card on your opponent's side of the field is negated and sent to the graveyard." I'm not entirely sure what that means -- does it once-while-it's-on-the-field Magic Jammer something, or is it a first-enemy-spell-card-gets-Doomcaliber'd, or does it flat-out bust up something on summoning? I can't quite figure it out.

"Every time this Monster defeats one of your opponents monsters in battle, you can destroy cards in your opponents spell/trap Zone for every Face Up "Dark Realm" monster on your side of the Field." OK, this could be a bit broken. I won't know for sure until I go and look at the rest of them, but if there's enough of a shot to get many of them out then this could cross over into broken territory.

(As for the wording of that second effect, try "When this card destroys an opponent's Monster as a result of battle, you can destroy 1 Spell or Trap card your opponent controls for each "Dark Realm" monster you control." Because you can't count face-downs unless it explicitly says so [and even then you have to reveal or show them somehow], it'll still count only the face-up ones on your side of the field this way.)

The last effect, "This card's effect can negate and destroy Spell and Trap cards even if their effect..." yeah, that might be going a little overboard.

You can get away with up to two of the effects you've got here so far, but if you let him keep his second effect then you might want to give him a couple hundred more ATK and bump him up to Level 5, because otherwise it's a little overpowered for a Level 4 -- even with 1400 ATK.[/spoiler]

[spoiler="Corrupted Pirate of Dark Realm"]Alright, this is interesting. You make him able to be Special Summoned by controlling 3 "Dark Realm" monsters and discarding 2 cards from your hand. Then when he's Summoned, you let him gain up to 3 counters that determine how many times he can attack . . . this in mind, I think you could stand to drop the cost to 2 "Dark Realm" monsters on-field and 1 card discarded, though you should also make it so that it's every [i]other[/i] Fiend-type monster.

However, this is just my opinion -- the card itself, interestingly enough, isn't particularly flawed other than a couple OCG slip-ups here and there (e.g., 'Fiend Monster' instead of 'Fiend-Type Monster') . . . however, me trying to fix OCG is going to keep me here much longer than there is daylight, what with how many cards are here, so let's head on to the next one.[/spoiler]

[spoiler="Corrupted Wolf Spirit of Dark Realm"]Alright, first thing I'm going to point out is the counters. Usually, when within a single archetype, you use only one type of counter, only bringing out a seperate type of counter when the card is a particularly radical shift from the norm -- e.g., 'Hyper Venom Counters' from the Venom archetype's Big Bad.

Next up, the rest of the effect. He gains 500 ATK for each counter he's put out, and you can remove 1 "Dark Realm" monster from your Deck to place 1 counter on a monster your opponent controls for each Fiend-type monster in either Graveyard. And as an aside monsters with the counters can't attack while he's out. With effects like these, I can't help but think you should change the cost so that you're removing the monster from your Graveyard -- because otherwise you're going to be able to put the same number of counters onto the enemy [i]each time the effect activates[/i], or more than the previous number even . . . this can get fairly big fairly fast, even if it's a maximum of two counters per enemy. You also could stand to lower the ATK gain to 300 or 400, as with even a limit to 2 per target, that's still 1000 per monster, so you could be swinging around with 5000 ATK or greater with only 2 Tributes.

So I'd say drop the ATK boost's potency and change where you remove the "Dark Realm" monster from, and that's pretty much all I'd have issue with taken care of.[/spoiler]

[spoiler="Corrupted Mech-Wolf of Dark Realm"]OK, right off the bat the typing stands out. I can see the allure of dual-typing monsters, I've done it before myself, but it's much nicer to do it in your effect than on the card (e.g., it's Fiend-Type, but while it's on the field and Graveyard its type is also treated as "Machine"). Next, the Summoning condition. You can just say "This card can be Special Summoned from your hand or Deck in face-up Attack Position by sending "Corrupted Wolf Spirit of Dark Realm" and two other "Dark Realm" monsters you control to the Graveyard." Which is an alright summoning condition, I'd suppose, let's see . . . When he's summoned, you may remove from p-- hoo boy! Restrict this one to just YOUR cards, and only one of those two types of card, friend, because if you could get rid of ENEMY cards from THEIR Deck and get ATK for it, that's just too much of a good thing right there (and if you have both you can be rid of, it's relatively simple to get enough for a 5000 ATK monster, again)! As for the final effect, that one should also either be restricted to your own cards, or nixed entirely -- and for the same reason: If you get to negate your opponent's Continuous Spell Card and pop it, and THEN attack directly with up to (what am I saying, 'up to', when you pretty much CAN do it right from the getgo) 5000 ATK, that's pretty much too much.[/spoiler]

[spoiler="Corrupted Gift Fairy of Dark Realm"]Where the cards up to this point have been overpowered, this one is surprisingly UNDER-powered. If you control a big monster (Level 8 or higher), you can Special Summon her from your hand and draw a card, all in your Standby Phase . . . but beyond that she's not much to write home about. I noticed you had a Synchro Monster up there but no Tuner in-archetype -- perhaps you should make this little lass a Tuner to give her a bit more playability?[/spoiler]

[spoiler="Corrupted Fiend Mage of Dark Realm"]This one's a simple issue. He's Level 4, but the increase he gets is a lot more than a Level 4 should be tossing around without some limitations -- 500 for every "Dark Realm" monster you control? That makes him 2000 ATK hot off the presses, let alone with friends! Perhaps dropping it down to 200 or 300 for each one, or 300 for every OTHER "Dark Realm" monster you control, but as-is he's a touch too potent.[/spoiler]

[spoiler="Corrupted Fiend Knight of Dark Realm"]Now this is nifty, and actually sommat balanced to boot. His starting ATK is low, he gains 700 ATK for each you control . . . OK, you COULD stand to drop the increase to about 500 or 600, and/or limit it to every other one you control, but it's good so far. Then the extra effect, that if you Tributed the Fiend Mage he gets the effect of the OTHER monster you Tributed. That's actually the first time I've seen that specifically, and it's not a bad trick (I wouldn't mind giving him a little Reaper On The Nightmare action myself in this case...).[/spoiler]

All in all, a good few of the monsters are a bit on the overpowered side and need a little nerfing, but the concepts are sommat interesting on their lonesome. Give 'em a little tweaking and this subset of the archetype will be right as rain . . . I think.
[/quote]
You know... I want to give you a rep for each one... but I think 2 is fair... Right? =3 ... I'll add credit to the cards to state that you helped me bunches XD

Thanks Man. Btw, I love your personality XD (Its a shame I havn't seen yah around the rp's... something tells me we're missing out...)
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...