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Custom Booster Pack! Asylum Booster Pack Content


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[img]http://i246.photobucket.com/albums/gg87/bokyle/HD%20Shop/asylum.png[/img]

This booster pack will contain 40 cards, which is an average amount of cards in a booster pack. So this topic will show you it's content. The booster pack was made by E-Hero Kyle. This isn't the complete set yet. This pack will feauture some new "Wolf" monsters and new "Slayer" support monsters (an archetype I made). The "Elf" arcchetype will be expanded too. I will also be making 3 Field Spells in this pack. Also commisions will be accepted in the set. PM me your ideas and they might appear in the set.


[spoiler='Level 8 - 7 Monsters (Complete)']
[spoiler='King of the Asylum']
[img]http://img825.imageshack.us/img825/7633/150623.jpg[/img][img]http://img221.imageshack.us/img221/585/150623u.jpg[/img]

Lore: A monster destroyed by this card as a result of battle becomes an Equip Card at the end of the Battle Phase. You can send a monster equipped to this card to the Graveyard, and based on the monster's attribute apply the proper effect: ● DARK: Destroy 1 card on each player's side of the field. ● LIGHT: Increase your Life Points by 200 points. ● FIRE: Inflict 500 points of damage to your opponent's Life Points ● WATER: Change the battle position of 1 monster your opponent controls. ● WIND: This card can attack twice during the turn you activate this effect. ● EARTH: Neither player can activate Trap Cards during the Battle Phase.
[/spoiler]
[spoiler=Blazing Beauty']
[img]http://img822.imageshack.us/img822/8087/150623j.jpg[/img]

Lore: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● Once per turn, you can select 1 Gemini monster you control. The selected Gemini monster is treated as an Effect Monster, and gains its effect untill your next Stand-By Phase.
[/spoiler]
[spoiler='Diamond Dragon']
[img]http://img171.imageshack.us/img171/8327/150623d.jpg[/img]

Lore: 1 Tuner + 1 or more non-Tuner monsters
This card cannot be destroyed by battle. (Damage calculation is applied normally.) When a card's effect to destroy a monster(s) on the field is activated, you can send 1 card from your hand to the Graveyard to negate its activation and destroy the card.
[/spoiler]
[/spoiler]
[spoiler=' Level 6 - 5 Monsters']
[spoiler='Wyrm Ryder']
[img]http://img31.imageshack.us/img31/6447/150623v.jpg[/img]

Lore: You can Special Summon this card from your hand if the total Level of monster cards in your hand is equal to an even number. If the total number of cards in your Graveyard is even, this card can attack twice during the Battle Phase.
[/spoiler]
[spoiler='Legendary Slayer - Leo Ultimo']
[img]http://img715.imageshack.us/img715/7633/150623.jpg[/img]

Lore: If you control 2 face-up "Slayer" monsters, you can Special Summon this card. When this card is destroyed by an effect, destroy all Spell and Trap cards on the field.
[/spoiler]
[spoiler='Wolf of Harsh Winters']
[img]http://img854.imageshack.us/img854/2448/150623w.jpg[/img]

Lore: Spell Cards cannot be activated. The effects of all face-up Spell Cards are negated. Both players can activate Trap Card(s) from their respective hand.
[/spoiler]
[spoiler='Musical Warrior (NEW)']
[img]http://img202.imageshack.us/img202/7633/150623.jpg[/img]

Lore: "Musical Synchron" + 1 or more non-Tuner monsters
Once per turn, you can destroy up to 2 Spell or Trap cards your opponent controls. If you do, this card cannot declare an attack this turn.
[/spoiler]
[/spoiler]
[spoiler='Level 4 - 1 Monsters']
[spoiler='Elf Prince']
[img]http://img405.imageshack.us/img405/7404/150623k.jpg[/img]

Lore: Increase this card's ATK for each "Elf" monster you control x 200.
[/spoiler]
[spoiler='Cold Flame Angel']
[img]http://img43.imageshack.us/img43/7633/150623.jpg[/img]

Lore: When your opponent activates an effect of a Effect Monster, you must Tribute this card. The effects monster becomes "This card's original ATK becomes 0."
[/spoiler]
[spoiler='Violent Wolf']
[img]http://img825.imageshack.us/img825/3074/150623q.jpg[/img]

Lore: If this card attacks an opponent's monster, it gains 500 ATK during the Damage Step only.
[/spoiler]
[spoiler='Rival Wolf']
[img]http://img848.imageshack.us/img848/7404/150623k.jpg[/img]

Lore: When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 "Wolf" monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck.
[/spoiler]
[spoiler='Musical Synchron (NEW)']
[img]http://img9.imageshack.us/img9/403/150623r.jpg[/img]

Lore: If this card is sent to the Graveyard as a Synchro Material Monster, until the End Phase of this turn, the Synchro Monster that used this card as a Synchro Material Monster can attack twice but its effects are negated.
[/spoiler]
[spoiler='Elf Chevalier (NEW)']
[img]http://img718.imageshack.us/img718/585/150623u.jpg[/img]

Lore: An elf who manipulates the power of the elements as she attacks her foes.
[/spoiler]
[spoiler='Spiritual Elf (NEW)']
[img]http://img546.imageshack.us/img546/4576/150623l.jpg[/img]

Lore: Once per turn, you can negate the activation of a Spell Card and return it to the owner's hand. Spell cards negated by this card cannot be activated 2 turns after this card's effect.
[/spoiler]

[/spoiler]

[spoiler='Spell/Trap Cards']
[spoiler='Arcane Missle']
[img]http://img10.imageshack.us/img10/7633/150623.jpg[/img]

Lore: Activate when a monster you control declares an attack. Half its ATK during the Damage Step. The attacking monster can attack twice.
[/spoiler]
[spoiler='Critical Blow']
[img]http://img828.imageshack.us/img828/2924/150623e.jpg[/img]

Lore: Activate when a monster you control declares an attack. Double the ATK of the attacking monster during the Damage Step. The attacking monster cannot inflict Battle Damage. At the end of the Damage Step your opponent draws 1 card.
[/spoiler]
[spoiler='Indestructable']
[img]http://img689.imageshack.us/img689/7633/150623.jpg[/img]

Lore: All monsters cannot be destroyed by battle. (Damage calculation is applied normally.)
[/spoiler]
[spoiler='Sacraficial Rites']
[img]http://img189.imageshack.us/img189/7633/150623.jpg[/img]

Lore: Destroy all cards on your side of the field. Then, you can draw 1 card for each card you destroyed by this effect.
[/spoiler]
[spoiler='Soul Armour (NEW)']
[img]http://img854.imageshack.us/img854/8327/150623d.jpg[/img]

Lore: During your Stand-By Phase, select 1 monster your opponent controls. Increase the ATK of 1 monster on your side of the field for each monster the selected monster has destroyed by battle x200. There can only be 1 face-up "Soul Armour" on the field.
[/spoiler]
[/spoiler]
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Burning Beauty you shouldn't have it gain its effect PERMANENTLY, that's broken

for Wyrm Rider, first time I've seen that kind of condition for attacking directly, not sure what to make of it though

Wolf of Harsh Winters is just a slightly stronger version of Spell Canceller, with a little bit of Makyura the Destructor thrown in, not that it's bad, just a little dull

8.5/10
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Man you are a die hard Disturbed fanatic aren't you! My friend Jose is also a big fan of Disturbed's music and my favorite songs from the Asylum album are "Another Way to Die" and "Innocence".

As for the set, pretty good so far, my OCG isn't as good as yours but I have to say its a little better than mine, and what is the overall theme of this set if you don't mind me asking?

I won't rate yet until I see the entirety of this set.
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[quote name='ragnarok1945' timestamp='1306521866' post='5235676']
Burning Beauty you shouldn't have it gain its effect PERMANENTLY, that's broken

for Wyrm Rider, first time I've seen that kind of condition for attacking directly, not sure what to make of it though

Wolf of Harsh Winters is just a slightly stronger version of Spell Canceller, with a little bit of Makyura the Destructor thrown in, not that it's bad, just a little dull

8.5/10
[/quote]

Burning Beauty will be updated, thanks for the fix.

Wyrm Ryder (Ryder without "I") attacks twice, not directly

Not much I can do 'bout Wolf of Harsh Winters

Thanks for the rating

[quote name='AsterikcAde' timestamp='1306526268' post='5235848']
Man you are a die hard Disturbed fanatic aren't you! My friend Jose is also a big fan of Disturbed's music and my favorite songs from the Asylum album are "Another Way to Die" and "Innocence".

As for the set, pretty good so far, my OCG isn't as good as yours but I have to say its a little better than mine, and what is the overall theme of this set if you don't mind me asking?

I won't rate yet until I see the entirety of this set.
[/quote]

Hell yeah boy!

I would say there is no overall theme, just a collection of cards. Maybe some support cards here and there...

As for the rating, fair enough.

Adding new cards
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The cover card isn't especially efficient. Could you make the LIGHT effect more meaningful? 200 is nothing; I'd rather keep Lyla equipped so JD doesn't pop up.

Burning Beauty is fine. Superalloy Beast Raptinus is far easier to get out, and that one doesn't need two Tributes.

Diamond Dragon is silly. Level 7 is the second-easiest Level to reach, and an immortal Prime Material Dragon is redundant when Stardust Dragon exists. Why does almost every set have a Stardust killer?

Wolf of Hard Winters should not be such a gigantic game-changer. Locking down Spell Cards is one thing, but Traps from the hand are too much. Both Makyura the Destructor and Temple of the Kings are banned because they allow Trap Cards to be activated without waiting a turn; the person using them employs Jar of Greed, Legacy of Yata-Garasu, etc. to draw through the entire Deck on the first turn. While your opponent can do the same, he or she is probably running stuff like Solemn Warning and Dimensional Prison. At least you can Veil it, though that won't stop the initial wave of Traps. You're in for fun if nobody has Effect Lucker Lady.

Musical Warrior's pretty cool, if a little slow. Go, robot cowboy angel.

Wyrm Rider's only slightly unbalanced. I suppose you can stack your Deck with even-Leveled monsters to ensure its use, but it you have to show your opponent your hand to use it. Unless you can OTK efficiently with it, I don't see it being broken. Drop it to 1700 or limit it to "if you control no monsters" and it's fine.

Elf Prince is underpowered, plain and simple. A full field gives it only 2000 ATK. Give it 500 and it will still sit under things like Hunter Owl.

I don't know what Cold Flame Angel's stats are, so I can't judge it, but they should be higher than Doomcaliber Knight. A -1 for an effect that is only meaningful against face-up monsters is a massive weakness.

Violent Wolf is average. I'd rather clash against a 1900 with a 1900 than kill Sirocco once with a glass cannon.

Rival Wolf serves to get Wolf of Harsh Winters on the field. It's fairly efficient at that. Outside of that, eh.

Musical Synchron is lacking. Double attacks are fun, but it doesn't enhance the monster it's supposed to Summon. Drop its ATK by 100 and I can get some neat OTKs with it.

Elf Chevalier is Gemini Elf, but FIRE instead of EARTH and with more DEF.

If you mean "until 2 turns after being negated by this card's effect" for Spiritual Elf, it's overpowered. It doesn't cost either player advantage, but you selectively block your opponent's cards while leaving your own free. Consider adding a LP cost.

Arcane Missile is simple and not terribly interesting. Halving ATK is significant, though if the first attack kills something, the second will probably be hitting directly. You could add "If both attacks destroy a monster, draw 1 card" to up the ante.

Critical Blow's basic effect is all right. If used with a multiple attacker, it works kind of like a reverse combination of Shrink and Arcane Missile. The draw is a deal-breaker.

Indestructible is too strong. Just run it in a Deck that doesn't rely on attacking and wall the opponent forever.

Sacrificial Rites is a card that Konami has avoided making for a long time. Destroying your own cards for draws leads to an avalanche of draws. Granted, you're only replacing cards you've lost, but some of those cards compensate for being destroyed, like Babycerasaurus and Wild Tornado. Change it to "Activate only during your Standby Phase. Destroy 3 cards you control. Draw 2 cards" and it's usable.

Soul Armor is very weak. You have to have lost a monster, and then control a monster during your Standby Phase while your opponent's victorious monster is still on the field, for it to work. Pump the boost up to 1000 ATK and it's marginally usable.
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[quote name='newhat' timestamp='1306728081' post='5241250']
The cover card isn't especially efficient. Could you make the LIGHT effect more meaningful? 200 is nothing; I'd rather keep Lyla equipped so JD doesn't pop up.

Burning Beauty is fine. Superalloy Beast Raptinus is far easier to get out, and that one doesn't need two Tributes.

Diamond Dragon is silly. Level 7 is the second-easiest Level to reach, and an immortal Prime Material Dragon is redundant when Stardust Dragon exists. Why does almost every set have a Stardust killer?

Wolf of Hard Winters should not be such a gigantic game-changer. Locking down Spell Cards is one thing, but Traps from the hand are too much. Both Makyura the Destructor and Temple of the Kings are banned because they allow Trap Cards to be activated without waiting a turn; the person using them employs Jar of Greed, Legacy of Yata-Garasu, etc. to draw through the entire Deck on the first turn. While your opponent can do the same, he or she is probably running stuff like Solemn Warning and Dimensional Prison. At least you can Veil it, though that won't stop the initial wave of Traps. You're in for fun if nobody has Effect Lucker Lady.

Musical Warrior's pretty cool, if a little slow. Go, robot cowboy angel.

Wyrm Rider's only slightly unbalanced. I suppose you can stack your Deck with even-Leveled monsters to ensure its use, but it you have to show your opponent your hand to use it. Unless you can OTK efficiently with it, I don't see it being broken. Drop it to 1700 or limit it to "if you control no monsters" and it's fine.

Elf Prince is underpowered, plain and simple. A full field gives it only 2000 ATK. Give it 500 and it will still sit under things like Hunter Owl.

I don't know what Cold Flame Angel's stats are, so I can't judge it, but they should be higher than Doomcaliber Knight. A -1 for an effect that is only meaningful against face-up monsters is a massive weakness.

Violent Wolf is average. I'd rather clash against a 1900 with a 1900 than kill Sirocco once with a glass cannon.

Rival Wolf serves to get Wolf of Harsh Winters on the field. It's fairly efficient at that. Outside of that, eh.

Musical Synchron is lacking. Double attacks are fun, but it doesn't enhance the monster it's supposed to Summon. Drop its ATK by 100 and I can get some neat OTKs with it.

Elf Chevalier is Gemini Elf, but FIRE instead of EARTH and with more DEF.

If you mean "until 2 turns after being negated by this card's effect" for Spiritual Elf, it's overpowered. It doesn't cost either player advantage, but you selectively block your opponent's cards while leaving your own free. Consider adding a LP cost.

Arcane Missile is simple and not terribly interesting. Halving ATK is significant, though if the first attack kills something, the second will probably be hitting directly. You could add "If both attacks destroy a monster, draw 1 card" to up the ante.

Critical Blow's basic effect is all right. If used with a multiple attacker, it works kind of like a reverse combination of Shrink and Arcane Missile. The draw is a deal-breaker.

Indestructible is too strong. Just run it in a Deck that doesn't rely on attacking and wall the opponent forever.

Sacrificial Rites is a card that Konami has avoided making for a long time. Destroying your own cards for draws leads to an avalanche of draws. Granted, you're only replacing cards you've lost, but some of those cards compensate for being destroyed, like Babycerasaurus and Wild Tornado. Change it to "Activate only during your Standby Phase. Destroy 3 cards you control. Draw 2 cards" and it's usable.

Soul Armor is very weak. You have to have lost a monster, and then control a monster during your Standby Phase while your opponent's victorious monster is still on the field, for it to work. Pump the boost up to 1000 ATK and it's marginally usable.
[/quote]

[quote name='ragnarok1945' timestamp='1306733257' post='5241347']
spiritual elf is meh

I would have allowed your opponent to activate it sooner, but they have to pay like 700 LP or something

8.4/10
[/quote]


Thanks for the comments, will get on it.
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