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The Spiral Sanctum


Raine

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The Spiral Sanctum.

The point of these cards is to create a complex weave of monster in between the two players so create chaos, guessing games, and timing. To obliterate a opponent's strategy and play these card batter than your opponent because if they use them better it spells trouble for you.

[spoiler=Black Jester]
I'VE DONE IT! Now time to be critiqued and told I'm an idiot. ready... set... GO!

[img]http://i1237.photobucket.com/albums/ff473/GrandRaine/BlackJestor.jpg?t=1306547573[/img]

[spoiler=Lore]
This card cannot be Normal Summoned or S[/]et. This card can only be Special Summoned by it's own effect. You can Special Summon this card only if your Life Points are lower than your opponent's. You can not conduct your Battle Phase as long as this card is on the field. The controller of this card takes 1000 damage every Standby Phase. You take no damage from battles involving this card. Destroy this card if there is another monster on your side of the field. When this card is successfully Summoned, you can activate one of the following effects once per turn:
You can discard 1 card from your hand to destroy 1 card on the field.
-If that card was a monster card, you and your opponent take 500 damage.
-If that card was a Spell card, your opponent skips his First Main Phase.
-If that card was T[/b]rap card, your opponent can add 1 card from their Graveyard to their hand excluding the destroyed card and take damage equal to the number set cards they have on the field x100.
If this card is destroyed by battle, Special Summon this card on your opponent's side of the field and reduce your own Life Points by 500.
If this card is destroyed by card effect (including its own), flip a coin and activate the appropriate effect:
-Heads: return this card to your hand.
-Tails: add this card to your opponent's hand.
[/spoiler]
[/spoiler]



[spoiler=Corrupt Prince]
I had so much fun with the first one here's the sequel, the point of this card is have the players juggle this near indestructible for maximum effect during a duel like hot potato and who's ever the one to drop it gets punished.

[img]http://i1237.photobucket.com/albums/ff473/GrandRaine/fdfdfs.jpg?t=1306550232[/img]

[spoiler=Lore]
This card can not be Normal Summoned or Set. This card can only be Special Summoned by it's own effect. You can Special Summon this card from your hand or Graveyard when your opponent has more monster's than you. When this card is successfully Summoned select one monster on the field. The selected monster increases it's ATK by 1000, this card can not be used as a tribute or be used in a syncro, and can not attack. While the selected monster is on the field this card can not be the target of an attack or card effect. Every Main Phase 1 you must destroy 1 card on your side of the field. Every Battle Phase inflict damage to your opponent equal to the level of the selected monster x200. Every Main Phase 2 destroy 1 card on your opponent side of the field. Every End Phase switch the control of the selected monster. When the selected monster is destroyed switch control of this card and the new controller selects a new monster. If this card can not select a monster destroy this card and inflict 1500 damage to your opponent of this card and send this card to the controller's Graveyard.
[/spoiler]

Oh on the plus side you can reuse it because it can be Special Summon from the grave.
[/spoiler]
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This card cannot be [b]N[/b]ormal [b]S[/b]ummoned or [b]S[/b]et. This card can only be Special Summoned by it's own effect. You can Special Summon this card only if your Life Points are lower than your opponent's. You can not conduct your Battle Phase as long as this card is on the field. The controller of this card takes 1000 damage every Standby [b]P[/b]hase. You take no damage from battles involving this card. Destroy this card if there is another monster on your [b]side of the[/b] field. When this card is successfully [b]S[/b]ummoned[b],[/b] you can activate one of the following effects once per turn[b]:[/b]
You can discard 1 card from your hand to destroy [b]1[/b] card on the field.
-If that card was a monster card[b],[/b] you and your opponent take 500 damage.
-If that card was a [b]S[/b]pell card[b],[/b] your opponent skips his [b]First[/b] Main Phase.
-If that card was [b]T[/b]rap card[b],[/b] your opponent can add [b]1[/b] card from their [b]Graveyard[/b] to their hand excluding the destroyed card and take damage equal to the number set cards [b]they have on[/b] the field x100.
If this card is destroyed by battle[b],[/b] Special Summon this card on your opponent's side of the field and reduce your own Life Points by 500.
If this card is destroyed by card effect, flip a coin [b]and activate the appropriate effect:[/b]
-Heads[b]:[/b] return this card to your hand.
-Tails[b]:[/b] add this card to your opponent's hand.

I think I missed some, but I'm sure I got most of it. It is a very interesting card that can mess you and your opponent up depending on who controls it.

Playability: 8/10
OCG: 6/10
Originality: 10/10
Balance: 9/10
Picture: 9/10
Total: 48/50
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OCG:

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. You can Special Summon this card only if your Life Points are lower than that of your opponent's. You cannot conduct your Battle Phase as long as this card remains face-up on the field. The controller of this card takes 1000 damage during each of their Standby Phases. You take no Battle Damage from battles involving this card. Destroy this card if you already control another monster. When this card is successfully Special Summoned, you can discard 1 card to destroy 1 card on the field, and activate 1 of the following effects depending on the type of card destroyed:
-Monster Card: You and your opponent take 500 damage.
-Spell Card: Your opponent skips their Main Phase 1.
-Trap card: Your opponent can add 1 card from their Graveyard to their hand (except the card destroyed by this effect) and then they take 100 damage for every Set card on their field.
If this card is destroyed by battle, Special Summon this card on your opponent's field and you take 500 damage.
If this card is destroyed by a card effect (including its own), you can toss a coin and activate the appropriate effect based on the result:
-Heads: Return this card to your hand.
-Tails: Add this card to your opponent's hand.

Or something around there.

Anyway, this card is a bit OPed imo, as it must be the only monster on your field and yet it takes no damage. That, and the effects that branch off based on the results have little or no drawbacks. The 1000 damage inflicted during the Standby Phase to the controller is probably the one thing making it a bit balanced.
Messing with your opponent is a good strategy though, but it can also backfire on you.

7/10
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[quote name='Hiyama Kiyoteru' timestamp='1306550220' post='5236683']
OCG:

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. You can Special Summon this card only if your Life Points are lower than that of your opponent's. You cannot conduct your Battle Phase as long as this card remains face-up on the field. The controller of this card takes 1000 damage during each of their Standby Phases. You take no Battle Damage from battles involving this card. Destroy this card if you already control another monster. When this card is successfully Special Summoned, you can discard 1 card to destroy 1 card on the field, and activate 1 of the following effects depending on the type of card destroyed:
-Monster Card: You and your opponent take 500 damage.
-Spell Card: Your opponent skips their Main Phase 1.
-Trap card: Your opponent can add 1 card from their Graveyard to their hand (except the card destroyed by this effect) and then they take 100 damage for every Set card on their field.
If this card is destroyed by battle, Special Summon this card on your opponent's field and you take 500 damage.
If this card is destroyed by a card effect (including its own), you can toss a coin and activate the appropriate effect based on the result:
-Heads: Return this card to your hand.
-Tails: Add this card to your opponent's hand.

Or something around there.

Anyway, this card is a bit OPed imo, as it must be the only monster on your field and yet it takes no damage. That, and the effects that branch off based on the results have little or no drawbacks. The 1000 damage inflicted during the Standby Phase to the controller is probably the one thing making it a bit balanced.
Messing with your opponent is a good strategy though, but it can also backfire on you.

7/10
[/quote]

Like I said before, there was so much that I could have missed some OCG flaws.
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Thank you, the point of these cards are backfire turning that backfire to your advantage or having your opponent out play you and smack it in your face.

I just added The Corrupt Prince, that might be nice to look over.

These cards are made to be skill and timing cards, a nice idea I make them into a set.
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