bebe3434 Posted June 12, 2011 Report Share Posted June 12, 2011 Haven't been on YCM in ages! I wanna see if i still got it plz rate/comment!! Bring on the Sirens!! [spoiler=Monsters][img]http://img6.imageshack.us/img6/4513/13239.jpg[/img] Lore:While this card is in your Graveyard, if your opponent selects a face-up "Siren" monster as an attack target you can negate that attack and end the Battle Phase. If 2 or more "Abyss Siren" exist in your graveyard, you can destroy the attacking monster instead. Remove this card from play after its effect is activated. [img]http://img96.imageshack.us/img96/4513/13239.jpg[/img] Lore:"Siren" monsters you control are unaffected by your opponents Spell or Trap card effects. When your opponent attacks this card with a level 4 or lower monster, you can tribute this card to take control of the attacking monster until the End Phase of your opponent's turn. [img]http://img62.imageshack.us/img62/3213/13239s.jpg[/img] Lore:Activate when 2 or more WATER monsters are destroyed and sent to the Graveyard while you control a face-up "Siren" monster. Draw 2 cards. If no other monsters exist in your Graveyard, except "Siren" monsters, you can Special Summon this card during your Standby Phase. [img]http://img638.imageshack.us/img638/5811/13239i.jpg[/img] Lore:When an opponent's monster that destroyed this card is removed from the field, Special Summon this card to your side of the field. If "Siren's Cove" is face-up on the field, this card cannot be selected as an attack target. If this is the only monster you control, your opponent can only set 1 Spell/Trap card per turn. [img]http://img195.imageshack.us/img195/7918/13239x.jpg[/img] Lore:If this card is sent from the field to the graveyard by a card effect, Special Summon this card in face up ATK position during your next Standby Phase. Tribute one monster on your side of the field. Select 1 monster on your opponents side of the field. Its effect(s) are negated until your opponent's next Standby Phase. [img]http://img842.imageshack.us/img842/4513/13239.jpg[/img] Lore:This card can only be used for the Synchro Summon of a "Siren" monster. When this card is Normal Summoned, select 1 level 1 or lower monster in either player's Graveyard. Special Summon the selected monster to your side of the field in Defense position. [img]http://img232.imageshack.us/img232/4513/13239.jpg[/img] Lore:Once per turn, you can switch the position of one of your opponents face-up monsters. Any battle damage involving this card becomes 0. When this card is selected as an ATK target flip a coin: - If Heads, reduce the attacking monsters ATK to 0 until the end of the Battle Phase. - If Tails, send both monsters to the Graveyard. They are returned to the field in their original positions during the End Phase of the turn this effect was activated. [img]http://img833.imageshack.us/img833/4513/13239.jpg[/img] Lore:This card can attack your opponent directly. While you control a face-up "Siren" monster, other than "Serene Siren" this card cannot be selected as an attack target. If your opponent activates a Spell/Trap during the Battle Phase, you can pay 1000 life points to have that cards effect become,"Your opponent draws 1 card." [img]http://img825.imageshack.us/img825/7072/13239u.jpg[/img] Lore:This card cannot be used as a Tribute. Once per turn, you can send Spell/Trap cards on your opponent's side of the field to the Graveyard equal to the number of face-up "Siren" monsters you control. Those cards are returned to your opponent's field in their original position during your opponent's next Standby Phase. If you control 3 or more face-up "Siren" monsters when this effect is activated you can remove 1 of your opponents monsters instead. You cannot conduct your Battle Phase during the turn that you activate this cards effect. [img]http://img571.imageshack.us/img571/4513/13239.jpg[/img] Lore:Activate when your opponent Draws a card during their Draw Phase. Place that card in the Removed from play zone.Your opponent Draws 1 card. Return the Removed card to your opponents hand instead of conduction their next Draw Phase. [img]http://img829.imageshack.us/img829/9058/13239m.jpg[/img] Lore:When your opponent selects this card as an attack target, take control of the attacking monster and equip it with this card.(It cannot switch positions, and its effect(s) is negated) This effect can only be activated once. You can tribute a monster equipped with this card to Special Summon this card from your Spell/Trap card zone. When this card is removed from the field, Remove it from play. [img]http://img232.imageshack.us/img232/1684/13239f.jpg[/img] Lore:Each time a "Siren" monster you control is destroyed, place 1 Siren Counter on this card. When this card is destroyed by battle and sent to the Graveyard, discard cards from your opponent's hand equal to the number of Siren Counters on this card when it was destroyed. [img]http://img37.imageshack.us/img37/4513/13239.jpg[/img] Lore:If this card is used for the Synchro Summon of a "Siren" monster, you can add 1 Level 3 or lower "Siren" monster from your Graveyard to your Hand. If this card is used for the Synchro Summon of a WATER monster, you can switch the position of a monster on your opponents side of the field. [img]http://img806.imageshack.us/img806/4513/13239.jpg[/img] Lore:When a "Siren" monster you control destroys an opponents monster by battle, Special Summon 1 level 3 or lower "Siren" monster from your Graveyard. When this card is removed from the field, destroy all monsters Special Summoned by this cards effect. While this card is in your Graveyard, during each of your Standby Phases increase your life points by an amount equal to the number of "Siren" monsters in your Graveyard x300. [img]http://img40.imageshack.us/img40/4513/13239.jpg[/img] Lore:1 Tuner + 1 or more non-Tuner monsters. "Siren" monsters you control cannot be destroyed by battle. You can discard 1 card to have an opponents card effect become, "Tribute one monster on your side of the field, increase your opponents life points by an amount equal to the level of the tributed monster x300. Special Summon the monster during your End Phase in Attack position. Its effects are negated." [img]http://img34.imageshack.us/img34/4513/13239.jpg[/img] Lore:Activate when your opponent Sets a monster. Take control of the monster until the End Phase of the turn this effect is activated.(The cards cannot be removed from the field, and cannot be flipped face-up). [img]http://img829.imageshack.us/img829/849/13239l.jpg[/img] [img]http://img685.imageshack.us/img685/259/13239k.jpg[/img] [img]http://img835.imageshack.us/img835/4513/13239.jpg[/img] Lore:Increase the ATK and DEF of all face-up WATER monsters by 400 points. During either players Battle Phase, you can discard up to 2 cards. Reduce the ATK of your opponents monsters by an amount equal to the number of cards discarded x400 until the End Phase of the turn this effect is activated. [img]http://img809.imageshack.us/img809/4513/13239.jpg[/img] Lore:"Siren Mago" + 1 or more non-Tuner monsters Tribute 1 face-up "Siren" monster you control. Negate the Normal or Special Summon of an opponents monster. If this card destroys an opponents monster by battle, place it at the bottom of your opponents Deck instead of sending it to the Graveyard. [img]http://img687.imageshack.us/img687/8266/13239p.jpg[/img] Lore:1 "Siren" Tuner + 1 or more non-Tuner monsters Increase the ATK of all "Siren" monsters on your side of the field by an amount equal to the number of Spell/Trap cards on your opponents side of the field x200. When your opponent Special Summons a monster, you can discard 1 card to have its effect become,"This card cannot switch positions. Decrease the ATK of this card by 200 during each of your Standby Phases." [img]http://img97.imageshack.us/img97/4513/13239.jpg[/img] Lore:You can use monsters on your opponents side of the field as Synchro Material, when you Synchro Summon a monster using this card. If this card is Special Summoned by the effect of a "Siren" monster draw 1 card. [img]http://img42.imageshack.us/img42/4116/13239a.jpg[/img] Lore:1 "Siren" Tuner + "Siren Queen" Increase the ATK and DEF of all "Siren" monsters you control by 500 points. Once per turn, you can pay 1000 life points to have your opponents card effect become,"Send all cards on the field to the Graveyard, except WATER monsters." You can Remove from play 3 "Siren" monsters with different names in your Graveyard, to Special Summon this card from your Graveyard in Attack position. This effect can only be used once per duel.[/spoiler] [spoiler=Spells/Traps][img]http://img268.imageshack.us/img268/5885/13239e.jpg[/img][img]http://img696.imageshack.us/img696/4513/13239.jpg[/img][img]http://img148.imageshack.us/img148/4513/13239.jpg[/img][img]http://img4.imageshack.us/img4/1940/13239g.jpg[/img][img]http://img825.imageshack.us/img825/9058/13239m.jpg[/img][img]http://img685.imageshack.us/img685/7179/13239h.jpg[/img][img]http://img339.imageshack.us/img339/4116/13239a.jpg[/img][img]http://img832.imageshack.us/img832/7072/13239u.jpg[/img] [img]http://img861.imageshack.us/img861/4513/13239.jpg[/img][img]http://img233.imageshack.us/img233/4513/13239.jpg[/img][img]http://img269.imageshack.us/img269/4513/13239.jpg[/img][img]http://img843.imageshack.us/img843/9886/13239z.jpg[/img][img]http://img545.imageshack.us/img545/4513/13239.jpg[/img][img]http://img703.imageshack.us/img703/4513/13239.jpg[/img][/spoiler] All image credit goes to the wonderful people at deviantart ^.^ Link to comment Share on other sites More sharing options...
ragnarok1945 Posted June 12, 2011 Report Share Posted June 12, 2011 write out the lore for all your monsters after Siren Rouge please, it's hard to read Link to comment Share on other sites More sharing options...
bebe3434 Posted June 12, 2011 Author Report Share Posted June 12, 2011 [quote name='ragnarok1945' timestamp='1307913288' post='5278380'] write out the lore for all your monsters after Siren Rouge please, it's hard to read [/quote] Gotcha Link to comment Share on other sites More sharing options...
ragnarok1945 Posted June 12, 2011 Report Share Posted June 12, 2011 they have simple effects, though given their low level that's to be expected I see nothing really wrong with them, so they get 9.4/10 from me Link to comment Share on other sites More sharing options...
bebe3434 Posted June 12, 2011 Author Report Share Posted June 12, 2011 [quote name='ragnarok1945' timestamp='1307914139' post='5278419'] they have simple effects, though given their low level that's to be expected I see nothing really wrong with them, so they get 9.4/10 from me [/quote] thanx! Link to comment Share on other sites More sharing options...
Time Psyduck Posted June 13, 2011 Report Share Posted June 13, 2011 [s]Sirens aren't mermaids[/s] Cecaelia is broken. It's a generic level 9, which can use 2 materials, has just shy of 3500 ATK, cannot be destroyed by battle, can effectively negate any effect, and against most decks acts as a better version of Judgement Dragon. It should really need a Siren tuner, and possibly Siren, Sea Serpent or WATER other materials, possibly two non-tuners, the effect should be once per turn and only apply to the effects of certain cards (monsters, normal spells, or whatever). I'd also remove the discard and just have the cards destroyed, or sent to the grave without destruction (as two Sea Serpents already do). The ATK bonus should either exclude itself or the base ATK should be reduced by 300-500 to compensate. The revival effect is fine, although it may be better if it negated her other effects on revival. Remove the 'cannot be destroyed by battle' effect altogether - Siren Queen does the same thing, and is easy enough to summon Queen is interesting, but paying life points for the effect change doesn't really work, since you'll recover at least 300 of them at a time. Either drop the LP gain or change the cost to a discard/tribute. You may also want to push the ATK down by 100-200, since the effect is good and it can't be destroyed. Sorceress has way too many attack points for something that good. The only other level 6 with that ATK is Goyo, which was always broken. The summon negation is very powerful, and just limiting it to special summons would probably be enough. With the ability to return monsters to the deck by battle as well 2300-2500 is probably more appropriate. Rouge is a bit awkward. I'd suggest making it let you use the effect of a continuous spell or trap at the cost of the discard, or possibly negate the activation of a normal spell/trap and then use that effect yourself. Mago looks fine. Serene Siren should probably lose the last effect - a 1000 ATK direct attacker that can hide behind other monsters is good enough on it's own without locking their effects in the battle phase. At the very least, limit it to spell and/or traps and make it once per battle phase. Mystic is actually rather weak. Most level 5+ tuners have an effect to SS themselves, or related cards make it easy to summon them. The ability to grab another monster is nice, but doesn't help you get out any of the synchros it can be used for. Given it's low stats, it would actually be better as a level 4 (to grab a level 1 for Queen). Also, a level 3 or lower what? (Obviously a monster, but it's obviously incomplete. Is it any monster or something more specific). Malicious Siren is fine, but the ATK is a touch high for a level 2, especially with a beneficial effect. Glam Siren also looks good - the effects are powerful but either situational or remove a lot of options. Enchanting Siren is interesting, and the mind control attacking monster looks fun. The first effect seems a bit too much - perhaps limit it to itself, and not other monsters. The ATK and DEF, together, are a bit much for a level 2 - either drop one a bit or push it to level 3. For Abyss Siren, either have them removed as a cost or don't stop the battle phase. It pretty much means that once all your non-sirens (which won't be many if using Glam) are off the field your opponent can't ATK. Even if it doesn't stop the battle phase, I'd still make the destruction effect require one of them to be removed, to limit how often you can use it. Sea Serenador should really just be named Siren Serenador. Having something being treated as having a name it doesn't is generally used when it needs to be something specific (Proto-Cyber dragon for Cyber End whilst Cyber Dragon was limited, Harpie Queen because the supports only work with "Harpie Lady"). Doing it for an archetype is a bit pointless. The effect is fair, since even with the effect its still very fragile in ATK, it just needs to have the ATK loss go away at the end of the battle phase/turn, and have it go off when an ATK is declared (so it can't be used if it's attacked face down, which isn't too much of a problem since it has a decent DEF already). Absorb Life is basically an spell Honest. It's good, although I wonder if the second effect wouldn't be better as a separate card (a continuous spell/trap that activates once a turn). If Emergent Restitution is supposed to work on your opponent's cards, have it destroy the monster - it gives more outs. If not, it needs to specify your field (although that makes it rather less useful. Enchanted doesn't actually select anything, so it just puts your opponent's monsters in ATK. It should probably only affect monsters that had their battle position changed by it. Expecting Arrival is a practical nightmare. Putting your opponent's cards in your hand only gets messy - and Fusion/Synchro/Xyz monsters will end up in your extra deck, creating more problems. You'd be better off having the monster summoned to your field instead - just stop it attacking and/or using it's effect. Also quick-play spells don't usually negate - that's generally the domain of counter traps. Serene Moonlight - again, counter trap domain. The life point increase could get ridiculous if your opponent has multiple powerful monsters - perhaps gain the ATK of a single monster (you can still get the ATK of the best one, it just means most of the time you'll be getting 2-3000 at best). The mill doesn't seem that big a cost, since several of the cards want to be in the grave anyway. Siren Sacrifice is, again, a quick-play doing things normally only done by counter traps. The cost is steep if you have a lot of monsters, but one small siren out alone, or with non-sirens, isn't a major cost. However, locking out all effects for three turns is way too powerful - even throwing out half your deck, your hand and everything on your field wouldn't really make up for the fact that your opponent is basically down to normal summons, contact fusion/synchro/xyz if they're lucky. Siren's Aura is decent, although it could just be a normal trap - counter traps usually activate in response to something specific. Siren's cove is interesting, however I'd make it so you can just check the cards. Forcing the activation of half their spells/traps as soon as they're set is a bit too disruptive. In that case you can also remove the flip and drawback. IRather than making the availability of their S/Ts a gamble, it allows you to play around dangerous face-downs. Siren's song is fair. It's more situational than brain control, costs more and negates effects. Link to comment Share on other sites More sharing options...
bebe3434 Posted June 13, 2011 Author Report Share Posted June 13, 2011 [quote name='Time Psyduck' timestamp='1307960081' post='5279841'] [s]Sirens aren't mermaids[/s] Cecaelia is broken. It's a generic level 9, which can use 2 materials, has just shy of 3500 ATK, cannot be destroyed by battle, can effectively negate any effect, and against most decks acts as a better version of Judgement Dragon. It should really need a Siren tuner, and possibly Siren, Sea Serpent or WATER other materials, possibly two non-tuners, the effect should be once per turn and only apply to the effects of certain cards (monsters, normal spells, or whatever). I'd also remove the discard and just have the cards destroyed, or sent to the grave without destruction (as two Sea Serpents already do). The ATK bonus should either exclude itself or the base ATK should be reduced by 300-500 to compensate. The revival effect is fine, although it may be better if it negated her other effects on revival. Remove the 'cannot be destroyed by battle' effect altogether - Siren Queen does the same thing, and is easy enough to summon Queen is interesting, but paying life points for the effect change doesn't really work, since you'll recover at least 300 of them at a time. Either drop the LP gain or change the cost to a discard/tribute. You may also want to push the ATK down by 100-200, since the effect is good and it can't be destroyed. Sorceress has way too many attack points for something that good. The only other level 6 with that ATK is Goyo, which was always broken. The summon negation is very powerful, and just limiting it to special summons would probably be enough. With the ability to return monsters to the deck by battle as well 2300-2500 is probably more appropriate. Rouge is a bit awkward. I'd suggest making it let you use the effect of a continuous spell or trap at the cost of the discard, or possibly negate the activation of a normal spell/trap and then use that effect yourself. Mago looks fine. Serene Siren should probably lose the last effect - a 1000 ATK direct attacker that can hide behind other monsters is good enough on it's own without locking their effects in the battle phase. At the very least, limit it to spell and/or traps and make it once per battle phase. Mystic is actually rather weak. Most level 5+ tuners have an effect to SS themselves, or related cards make it easy to summon them. The ability to grab another monster is nice, but doesn't help you get out any of the synchros it can be used for. Given it's low stats, it would actually be better as a level 4 (to grab a level 1 for Queen). Also, a level 3 or lower what? (Obviously a monster, but it's obviously incomplete. Is it any monster or something more specific). Malicious Siren is fine, but the ATK is a touch high for a level 2, especially with a beneficial effect. Glam Siren also looks good - the effects are powerful but either situational or remove a lot of options. Enchanting Siren is interesting, and the mind control attacking monster looks fun. The first effect seems a bit too much - perhaps limit it to itself, and not other monsters. The ATK and DEF, together, are a bit much for a level 2 - either drop one a bit or push it to level 3. For Abyss Siren, either have them removed as a cost or don't stop the battle phase. It pretty much means that once all your non-sirens (which won't be many if using Glam) are off the field your opponent can't ATK. Even if it doesn't stop the battle phase, I'd still make the destruction effect require one of them to be removed, to limit how often you can use it. Sea Serenador should really just be named Siren Serenador. Having something being treated as having a name it doesn't is generally used when it needs to be something specific (Proto-Cyber dragon for Cyber End whilst Cyber Dragon was limited, Harpie Queen because the supports only work with "Harpie Lady"). Doing it for an archetype is a bit pointless. The effect is fair, since even with the effect its still very fragile in ATK, it just needs to have the ATK loss go away at the end of the battle phase/turn, and have it go off when an ATK is declared (so it can't be used if it's attacked face down, which isn't too much of a problem since it has a decent DEF already). Absorb Life is basically an spell Honest. It's good, although I wonder if the second effect wouldn't be better as a separate card (a continuous spell/trap that activates once a turn). If Emergent Restitution is supposed to work on your opponent's cards, have it destroy the monster - it gives more outs. If not, it needs to specify your field (although that makes it rather less useful. Enchanted doesn't actually select anything, so it just puts your opponent's monsters in ATK. It should probably only affect monsters that had their battle position changed by it. Expecting Arrival is a practical nightmare. Putting your opponent's cards in your hand only gets messy - and Fusion/Synchro/Xyz monsters will end up in your extra deck, creating more problems. You'd be better off having the monster summoned to your field instead - just stop it attacking and/or using it's effect. Also quick-play spells don't usually negate - that's generally the domain of counter traps. Serene Moonlight - again, counter trap domain. The life point increase could get ridiculous if your opponent has multiple powerful monsters - perhaps gain the ATK of a single monster (you can still get the ATK of the best one, it just means most of the time you'll be getting 2-3000 at best). The mill doesn't seem that big a cost, since several of the cards want to be in the grave anyway. Siren Sacrifice is, again, a quick-play doing things normally only done by counter traps. The cost is steep if you have a lot of monsters, but one small siren out alone, or with non-sirens, isn't a major cost. However, locking out all effects for three turns is way too powerful - even throwing out half your deck, your hand and everything on your field wouldn't really make up for the fact that your opponent is basically down to normal summons, contact fusion/synchro/xyz if they're lucky. Siren's Aura is decent, although it could just be a normal trap - counter traps usually activate in response to something specific. Siren's cove is interesting, however I'd make it so you can just check the cards. Forcing the activation of half their spells/traps as soon as they're set is a bit too disruptive. In that case you can also remove the flip and drawback. IRather than making the availability of their S/Ts a gamble, it allows you to play around dangerous face-downs. Siren's song is fair. It's more situational than brain control, costs more and negates effects. [/quote] OMG i love you! Now that i look at it, Cecaelia is broken...REALLY broken lol I think if i bump it up to level 10 and require "Siren Queen" to be used as the non-Tuner monster it would balance it out a little more. Your right the "cannot be destroyed by battle" effect seems unnecessary, as "Siren Queen" already has that effect and i can easily bring out another one to protect Cecaelia. Ill change the second effect to "remove from the field" instead of from play, cuz it still gets by Stardust Dragon which was what i was aiming for, and who knows maybe ill start a sea serpent trend I ill keep the revival effect just the way it is since i bumped it up a level and made it harder for it to summon, and ill keep the ATK boosting effect and bring her ATK down to 2450. Ya a discard sounds better for Siren Queen I was actually thinking about Goyo when i set Sorceress ATK at 2800 lol but ya ill deff. drop it to like 2300. I actually thought the Summon negating effect was balanced since your offering a monster for a monster, but who knows maybe it is too powerful. What i had in mind when i made Rouge's effect was that you can take control of an opponent's Spell/Trap card, but it didnt have to be face up. Maybe i worded it awkwardly. Ya ill probably reduce Serene's ATK by 200 and limit the last effect to Spell/Traps. Haha, Those were actually typos on Mystic ^.^ it was originally supposed to be a level 4, and ya i was reffering to monsters for the Special Summon, but a level 1 would deff. be more useful. I could add more to the set later. I was kinda iffy about Malicious' ATK, but ill deff. reduce it to like 1150. Ill push Enchanting up to level 3 and have the effect only apply to itself. For Abyss ill have it remove itself from play after activation of either effect. Ooops i guess i forgot to put that in for Serenador! Her effect is only meant to last till the end of the battle phase. Hmmm ill deff. consider making Absorb Life's second effect a continous Spell/Trap LOL ya i didnt know the diffrences between the diffrent types of Spells/Traps ^.^ thanx for clearing that up for me! thanx soooooo much for your feedback!! i really enjoy gettting feedback on how i can make my set better Link to comment Share on other sites More sharing options...
Kyng's Old Account Posted June 13, 2011 Report Share Posted June 13, 2011 I see GENZOMAN! Apart from that, nice cards! 8/10 Link to comment Share on other sites More sharing options...
bebe3434 Posted June 13, 2011 Author Report Share Posted June 13, 2011 [quote name='Kyng of Ice' timestamp='1308005166' post='5281279'] I see GENZOMAN! Apart from that, nice cards! 8/10 [/quote] whos that?? Link to comment Share on other sites More sharing options...
Alice Moonflowyr Posted June 13, 2011 Report Share Posted June 13, 2011 Like it, love it, AWESOME! A great big 11/10 for you! The pics are good, though I have seen some before. Effects are wicked, ATK and DEF are great, nothing is wrong with this! This is probably the best set I have ever seen. P.S. You are the only person to get a 11/10 from me. Congrats on that! Link to comment Share on other sites More sharing options...
bebe3434 Posted June 13, 2011 Author Report Share Posted June 13, 2011 [quote name='se15fy' timestamp='1308005880' post='5281311'] Like it, love it, AWESOME! A great big 11/10 for you! The pics are good, though I have seen some before. Effects are wicked, ATK and DEF are great, nothing is wrong with this! This is probably the best set I have ever seen. P.S. You are the only person to get a 11/10 from me. Congrats on that! [/quote] awww thank you! ^.^ Link to comment Share on other sites More sharing options...
Time Psyduck Posted June 14, 2011 Report Share Posted June 14, 2011 Your fixes look fine, and overall it looks like a promising set. Cecaelia's effect needs to specify it sends the cards to the graveyard (see Codarus and Neo-Daedalus), otherwise you'll remove the cards from the field and say 'now what?' (Things only go to the grave automatically if they're destroyed) I'd still advise once per turn, limiting the effects and/or removing the discard, just because as long as you have more than 2-3000 life points you can simply strip your opponent of everything whenever they so much as try to move whilst you keep your hand, and that would be a bit powerful on something with 0 ATK. Making Queen a required material monster is fairer, but I don't think enough - Queen is generic herself, and level 5 is a target level for synchros right now due to T.G. Hyper Librarian (Deep Sea Diva and Junk Synchron can both make instant Level 5's and are used fairly widely). Add in her indestructibility, making it easy for her to survive until and you may want to require a Siren Tuner for Cecaelia as well. Sorceress's summon negation isn't exactly overpowered, but limiting it to special summons lets decks that can't special summon as easily use their normal summon to get something out. Alternatively you could apply it to normal and special summons, and just let flip summons (which aren't that common anyway) through. I understand the idea of Rouge's effect, but it's difficult to word it in such a way that fits the OCG and covers it. The best I can come up with is something like: "Once per turn, when your opponent sets or activates a Spell or Trap card, you can discard 1 card and take control of that card." The once per turn clause means you have to think about when you really need to activate it, rather than just throwing your hand at everything. Tying it to the setting/activation clarifies simplifies the effect. It also means you can't take something that's just sat on the field because you now need it. You could also make it only usable in the opponent's turn, so you can't use it as a negation effect. Link to comment Share on other sites More sharing options...
bebe3434 Posted June 14, 2011 Author Report Share Posted June 14, 2011 [quote name='Time Psyduck' timestamp='1308053262' post='5282393'] Your fixes look fine, and overall it looks like a promising set. Cecaelia's effect needs to specify it sends the cards to the graveyard (see Codarus and Neo-Daedalus), otherwise you'll remove the cards from the field and say 'now what?' (Things only go to the grave automatically if they're destroyed) I'd still advise once per turn, limiting the effects and/or removing the discard, just because as long as you have more than 2-3000 life points you can simply strip your opponent of everything whenever they so much as try to move whilst you keep your hand, and that would be a bit powerful on something with 0 ATK. Making Queen a required material monster is fairer, but I don't think enough - Queen is generic herself, and level 5 is a target level for synchros right now due to T.G. Hyper Librarian (Deep Sea Diva and Junk Synchron can both make instant Level 5's and are used fairly widely). Add in her indestructibility, making it easy for her to survive until and you may want to require a Siren Tuner for Cecaelia as well. Sorceress's summon negation isn't exactly overpowered, but limiting it to special summons lets decks that can't special summon as easily use their normal summon to get something out. Alternatively you could apply it to normal and special summons, and just let flip summons (which aren't that common anyway) through. I understand the idea of Rouge's effect, but it's difficult to word it in such a way that fits the OCG and covers it. The best I can come up with is something like: "Once per turn, when your opponent sets or activates a Spell or Trap card, you can discard 1 card and take control of that card." The once per turn clause means you have to think about when you really need to activate it, rather than just throwing your hand at everything. Tying it to the setting/activation clarifies simplifies the effect. It also means you can't take something that's just sat on the field because you now need it. You could also make it only usable in the opponent's turn, so you can't use it as a negation effect. [/quote] OK everythings been updated ^.^ posted some new cards Link to comment Share on other sites More sharing options...
Time Psyduck Posted June 14, 2011 Report Share Posted June 14, 2011 Quick points on the updated ones: Enchanting Siren still gives blanket protection. If you want to protect the others, it's best off preventing the targeting or destruction of other sirens rather than all effects. If Mystic Siren can only get level 1's, the "or lower" is redundant. Since you now have a level 7 synchro, 3 or lower would probably be more useful. Cecaelia needs the "+1 or more non-Tuner monsters" at the end to make up the levels as you have no level 5 tuner. Expecting Arrival shouldn't be a counter trap, since it no longer negates the summon. Regarding the new ones: [spoiler=comments] Lone Siren is rather nice. You may want to consider some sort of counter, just to make keeping track of the monster easier, and perhaps a clause in it's cannot be attacked effect to allow it to be ignored if you have no other monsters, rather than having it lock down attacks (although there are real cards that don't specify this even though it's the case) For Playful Siren, I'd say either only keep one effect, or have the effects go off when it attacks, rather than when it's attacked. It already has the 'no battle damage' clause, and since you've no reason to ram this into anything it's unlikely to matter. Also on a grammar note, ATK is only used for the points values. When monsters battle, it's an attack. Siren Aquamancer's effect is almost broken, if not for the loss of the battle phase making it difficult to fully capitalise on the effect. As is it's actually well balanced. Siren Beast is interesting, but it doesn't seem to do a lot. I'd recommend having the card removed face-down, which prevents decks that can special summon from the RFP zone using it against you. Also, they'll take the card back in the draw phase instead of drawing, not instead of the draw phase. Siren Ghost seems fair, since it's stolen body has to survive until you're ready to synchro. You need to specify if the effect can only be used once whilst the card's on the field or once in the duel. Also, for the removal when it leaves the field, I'm guessing that's only if you SS from the Spell/Trap zone, in which case it should read "If this card is Special Summoned by this effect, remove it from play when it is removed from the field." Siren Guard looks OK. Level 4's don't usually have both 1800 ATK and DEF, although there may be one somewhere. It's effect is most likely to get it taken out by your opponent's effects, but at least it's an effect that didn't hit something more important. Siren Necromancer is good in theory, it just needs a couple of checks. First, either make it once per turn or don't let monsters it summons attack that turn, since otherwise it basically lets her fill the field quickly. It may also be better to limit it to herself, and with 1700 ATK she's strong enough to use it. The destruction helps balance it, but you can often get everything else off the field before her, so the limits just provide a check for summoning. For the healing, I suggest making it 100 per Siren or just 300 (or possibly 400-500) regardless of numbers. Your graveyard is likely to get quite full, and gaining several thousand points every turn per monster is a bit much. Siren Rosa is actually rather bad. It's only value is a decent DEF and getting a chance to see what they've set. It would probably be better negating flip effects or something. Siren Scout seems dangerous, but it won't actually help against a lot of cards. As long as things like Dark Hole still affect both players, it's fine. Siren Witch looks decent. The ATK gain isn't too much, although may be better either limited to herself or reduced to 100, and the effect change isn't a problem for it's cost. Star Siren is a problem. The ability to use your opponent's monster for a synchro is a very powerful effect, and needs a drawback. I'd limit it to Siren Synchro monsters, and have it prevent you having a battle phase and possibly negate the synchro's effect as well if you used your opponent's monster. Cecaelia's Harp is OK. The effect could do with being optional though - you may not want to have your Siren defend when attacked, if it could destroy the attacker if it didn't, and you may want to keep it around to use it's effect later. Intervening Light could do with a cost of some sort. Life from Death is fine. [/spoiler] Overall, they're looking quite good. Apart from a couple with white backgrounds they're good pictures as well. Link to comment Share on other sites More sharing options...
Kyng's Old Account Posted June 14, 2011 Report Share Posted June 14, 2011 You don't know Genzoman? Search it in Google. Link to comment Share on other sites More sharing options...
bebe3434 Posted June 14, 2011 Author Report Share Posted June 14, 2011 [quote name='Kyng of Ice' timestamp='1308090148' post='5283554'] You don't know Genzoman? Search it in Google. [/quote] OMG! how did i NOT know Genzoman!? his stuff is awesome *.* Link to comment Share on other sites More sharing options...
Angel of Silence Posted June 14, 2011 Report Share Posted June 14, 2011 I like them. Effects seem solid. Not much to say from me. It's good to see more WATER cards, i always did like them. 9/10 Because of what Time Psyduck said. Link to comment Share on other sites More sharing options...
Legiit Posted June 14, 2011 Report Share Posted June 14, 2011 you have alot of cards good job. Half of the pictures are good and the other half dont look so good. Your OCG is solid, your set is fine. i would rate it 8.5/10. Maybe you should improve the pictures a little. As in quality and backround wise. Overall good 1 you certainty know how to make cards your still good. Enjoy your Card Making... Link to comment Share on other sites More sharing options...
bebe3434 Posted June 14, 2011 Author Report Share Posted June 14, 2011 [quote name='Time Psyduck' timestamp='1308090015' post='5283545'] Quick points on the updated ones: Enchanting Siren still gives blanket protection. If you want to protect the others, it's best off preventing the targeting or destruction of other sirens rather than all effects. If Mystic Siren can only get level 1's, the "or lower" is redundant. Since you now have a level 7 synchro, 3 or lower would probably be more useful. Cecaelia needs the "+1 or more non-Tuner monsters" at the end to make up the levels as you have no level 5 tuner. Expecting Arrival shouldn't be a counter trap, since it no longer negates the summon. Regarding the new ones: [spoiler=comments] Lone Siren is rather nice. You may want to consider some sort of counter, just to make keeping track of the monster easier, and perhaps a clause in it's cannot be attacked effect to allow it to be ignored if you have no other monsters, rather than having it lock down attacks (although there are real cards that don't specify this even though it's the case) For Playful Siren, I'd say either only keep one effect, or have the effects go off when it attacks, rather than when it's attacked. It already has the 'no battle damage' clause, and since you've no reason to ram this into anything it's unlikely to matter. Also on a grammar note, ATK is only used for the points values. When monsters battle, it's an attack. Siren Aquamancer's effect is almost broken, if not for the loss of the battle phase making it difficult to fully capitalise on the effect. As is it's actually well balanced. Siren Beast is interesting, but it doesn't seem to do a lot. I'd recommend having the card removed face-down, which prevents decks that can special summon from the RFP zone using it against you. Also, they'll take the card back in the draw phase instead of drawing, not instead of the draw phase. Siren Ghost seems fair, since it's stolen body has to survive until you're ready to synchro. You need to specify if the effect can only be used once whilst the card's on the field or once in the duel. Also, for the removal when it leaves the field, I'm guessing that's only if you SS from the Spell/Trap zone, in which case it should read "If this card is Special Summoned by this effect, remove it from play when it is removed from the field." Siren Guard looks OK. Level 4's don't usually have both 1800 ATK and DEF, although there may be one somewhere. It's effect is most likely to get it taken out by your opponent's effects, but at least it's an effect that didn't hit something more important. Siren Necromancer is good in theory, it just needs a couple of checks. First, either make it once per turn or don't let monsters it summons attack that turn, since otherwise it basically lets her fill the field quickly. It may also be better to limit it to herself, and with 1700 ATK she's strong enough to use it. The destruction helps balance it, but you can often get everything else off the field before her, so the limits just provide a check for summoning. For the healing, I suggest making it 100 per Siren or just 300 (or possibly 400-500) regardless of numbers. Your graveyard is likely to get quite full, and gaining several thousand points every turn per monster is a bit much. Siren Rosa is actually rather bad. It's only value is a decent DEF and getting a chance to see what they've set. It would probably be better negating flip effects or something. Siren Scout seems dangerous, but it won't actually help against a lot of cards. As long as things like Dark Hole still affect both players, it's fine. Siren Witch looks decent. The ATK gain isn't too much, although may be better either limited to herself or reduced to 100, and the effect change isn't a problem for it's cost. Star Siren is a problem. The ability to use your opponent's monster for a synchro is a very powerful effect, and needs a drawback. I'd limit it to Siren Synchro monsters, and have it prevent you having a battle phase and possibly negate the synchro's effect as well if you used your opponent's monster. Cecaelia's Harp is OK. The effect could do with being optional though - you may not want to have your Siren defend when attacked, if it could destroy the attacker if it didn't, and you may want to keep it around to use it's effect later. Intervening Light could do with a cost of some sort. Life from Death is fine. [/spoiler] Overall, they're looking quite good. Apart from a couple with white backgrounds they're good pictures as well. [/quote] Right since Mystic is no longer a level 5 Tuner x) Ya thats what i was aiming for for Lone Siren, but i dont know if theirs like a special way to word that, and the counter idea sounds good. Ya i think ill only keep one of Playful Sirens effects and put the other one on a future card, and ill deff. fix the OCG aquamancer is meant to clear the field of any hazards, so you can bring out a strong monster without having to worry about it being destroyed. Ill deff. make the changes to Siren Beast, and ya i had a difficult time trying to word that Siren ghosts effect is once while on the field, and thats correct ill make the changes to the OCG. Siren Guard is mainly there just to scare your opponent. Its effect is rather easy to get around. Ill change Siren Necromancers effect to once per turn, and reduce the life point gain to 100 per siren. Ill probably give Siren Rosa one of Playful Sirens effects as well. Siren scout is there for cards like Mirror force, Lightning Vortex, Raigeki Break..etc Ill reduce Siren witch's ATK gain to 100 Ill deff. add a drawback for Star Sirens effect. Right i forgot i need to specify whether the effect is optional for Cecaelias harp x) ill think of a cost for intervening light as well. OMG you are such a BIGGG help!! Thanx soo much for helping me improve my set! Ill make the changes tomorrow though cuz im donne editing for the day haha[quote name='darkstar_316' timestamp='1308092082' post='5283614'] I like them. Effects seem solid. Not much to say from me. It's good to see more WATER cards, i always did like them. 9/10 Because of what Time Psyduck said. [/quote] Ya there arent too many WATER based archetypes, and theres deff. not a lot Sea Serpent use out there, so i decided to make this set to solve both problems ^.^ thanx[quote name='Legiit' timestamp='1308092357' post='5283630'] you have alot of cards good job. Half of the pictures are good and the other half dont look so good. Your OCG is solid, your set is fine. i would rate it 8.5/10. Maybe you should improve the pictures a little. As in quality and backround wise. Overall good 1 you certainty know how to make cards your still good. Enjoy your Card Making... [/quote] Ya ill deff. replace older pics with better ones as i come accross them. Thanx for the comment Link to comment Share on other sites More sharing options...
Mors Secundis Posted June 15, 2011 Report Share Posted June 15, 2011 Overall, They look Pretty good. One criticism though, those pictures look a little pixel-ly like there squashed in or Drawn out a little, it seems like it makes the rest of the card look a little shabby. Those effects look alright though maybe a little over-powered in some aspect, but all in all fine. Is it okay for Rates? If so I'll give you a proud 8-9/10 :3 Keep it up. Link to comment Share on other sites More sharing options...
Time Psyduck Posted June 15, 2011 Report Share Posted June 15, 2011 You mention Raigeki Break for Siren Scout. Raigeki Break destroys a card anywhere on the field, including the activator's own, and targets. Does this mean Scout turns all their spell/traps back on them, because that's too much. If you were talking about Raigeki, the banned one-sided Dark Hole, then it makes sense, with the reflected cards being the ones that affect all your monsters/spell&trap/field but not your opponent's. It probably shouldn't affect things that target, and ideally not anything that apply to a specific number of cards and/or things that can affect both players. I'm not entirely sure how it should be worded, although it depends on precisely what you want it to do. Link to comment Share on other sites More sharing options...
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