The Templar of Steel Posted June 18, 2011 Report Share Posted June 18, 2011 This the first time I do this so if it is any things thats wrong please tell me how do do next time. [img]http://img851.imageshack.us/img851/8982/203228.jpg[/img] [img]http://img683.imageshack.us/img683/8982/203228.jpg[/img] [img]http://img845.imageshack.us/img845/8982/203228.jpg[/img] [img]http://img97.imageshack.us/img97/8982/203228.jpg[/img] [img]http://img820.imageshack.us/img820/8982/203228.jpg[/img] [img]http://img233.imageshack.us/img233/8982/203228.jpg[/img] [img]http://img17.imageshack.us/img17/8982/203228.jpg[/img] [img]http://img860.imageshack.us/img860/1961/203228v.jpg[/img] [img]http://img849.imageshack.us/img849/8982/203228.jpg[/img] [img]http://img19.imageshack.us/img19/8982/203228.jpg[/img] [img]http://img14.imageshack.us/img14/8982/203228.jpg[/img] [img]http://img685.imageshack.us/img685/8982/203228.jpg[/img] [img]http://img8.imageshack.us/img8/6903/203228q.jpg[/img] [img]http://img405.imageshack.us/img405/8982/203228.jpg[/img] [img]http://img202.imageshack.us/img202/8982/203228.jpg[/img] [img]http://img805.imageshack.us/img805/4279/203228p.jpg[/img] [img]http://img710.imageshack.us/img710/8982/203228.jpg[/img] [img]http://img809.imageshack.us/img809/8982/203228.jpg[/img] [img]http://img848.imageshack.us/img848/2685/203228k.jpg[/img] [img]http://img98.imageshack.us/img98/4627/203228l.jpg[/img] [img]http://img713.imageshack.us/img713/8982/203228.jpg[/img] [img]http://img802.imageshack.us/img802/8982/203228.jpg[/img] [img]http://img101.imageshack.us/img101/8982/203228.jpg[/img] [img]http://img8.imageshack.us/img8/3595/203228f.jpg[/img] [img]http://img819.imageshack.us/img819/2685/203228k.jpg[/img] [img]http://img703.imageshack.us/img703/3122/203228y.jpg[/img] [img]http://img846.imageshack.us/img846/8982/203228.jpg[/img] [img]http://img39.imageshack.us/img39/8982/203228.jpg[/img] Link to comment Share on other sites More sharing options...
Time Psyduck Posted June 18, 2011 Report Share Posted June 18, 2011 These look quite good for a beginner, only the official card grammar (ocg) needs work, and nobody gets that right to start. (I'll be using the new ocg, which comes in July - some of it may be slightly out, but you'll be better off getting used to that than the old ocg) Just a tip, to make things easier to read, put them in spoilers, like this: [code][spoiler=what cards are in here] Card 1 Card 2 Card 3 [/spoiler][/code] Which becomes: [spoiler=what cards are in here] Card 1 Card 2 Card 3 [/spoiler] Put about a dozen or so in each one, or split them by card type. Also, posting the card's text below them makes it easier for people to edit them. On to the cards: [spoiler=the first few] Birk Dryad: ATK change makes it somewhat reasonable, but Skill Drain/Forbidden Chalice makes this problematic. I'd advise making the ATK 2000 or 2100 at the most, which is the usual value for cards with this sort of effect. The draw is a bit much as well - Yugioh doesn't have much draw power, and getting a free one off a normal summon is a bit much. Ocg: "You can Normal Summon this card without Tributing. When this card is Normal Summoned without Tributing: Half this card ATK and draw 1 card." Counter of the Night: Removing cards from your opponent's graveyard is a good thing. It shouldn't be a cost. Two from yours and one of your monsters is enough, however consider limiting it to either spell and trap or monsters, and making the cards removed from your grave monsters (since few decks care about S/T removal.) Ocg: When your opponent activates a card effect: Banish 2 cards from your Graveyard and Tribute 1 "Dryad" monster you control; Negate the activation of that effect and destroy that card. Bow Master Dryad: Not bad. Since it's a boss monster and requires a specific tuner, it can just about get away with full spell/trap immunity, however immunity to one or the other would probably be better. I'm also guessing you mean 1 or more non-Tuners, not more tuners. Ocg: Dryad - Edera the Strong" + 1 or more non-Tuner monsters. This card's ATK is equal to the total original ATK of the Synchro Material Monsters used for it's Synchro Summon. This card is unaffected by the effects of Spell and Trap cards. Dryad Forest Guard X'gara: This is the first of many cards which have "X'name" as part of the card name. The vast majority would read better without this, so seriously consider whether you want it. As for the effect, it's not bad. 1700 ATK is reasonable for a direct attacker, although the discard effect is too much. It's workable at once per turn, but it's still rather dangerous. Perhaps limit it to either face-up or face-down cards. Ocg: 1 Tuner + 1 or more non-Tuner monsters. This card can attack your opponent directly. Once per turn: Discard 1 card; Destroy 1 Spell or Trap card on the field. Dryad - Edera the Strong: Way too good. It's a 2700 Beatstick that needs your opponent to have a bigger beatsick to beat it. As a plant it's also incredibly easy to summon, thanks to Lonefire Blossom, so it's level isn't even much of a deterrent. It definitely shouldn't be better than Bow Master. Aside from an apostrophe in "effects", the ocg is correct here, but the effect needs changing. Dryad Guard: Probably slightly underpowered. It's a -2 for a card destruction. A 1 card discard would be fine, just limit it to once per turn Ocg: 1 Tuner + 1 or more non-Tuner monsters Once per turn: Discard 2 cards; Destroy 1 card on the field. Dryad's Healing: The effect is nice, and should be OK, since it's not likely to last too long, although it may be dangerous if you end up with OP'd low level Dryads. Just have the counters added at a specific point, to make management easier: Ocg: Once per turn, during your Standby Phase: Place 1 counter on this card. Once per turn: Remove any number of counters from this card; Special Summon from your Graveyard 1 "Dryad" monster with a level equal to the number of Dryad Counters removed from this card. Dryad Love: A small ATK boost like this really isn't very useful, and 450 is really too random. I'd recommend having 1 Dryad gain 1000 ATK or something. Also, does it go away at any point? Ocg: Increase the ATK of all "Dryad" monsters you control by 450. Dryad Mask: Equip Spells are inherently bad, because they go if the monster they're equipped to goes. Thus they need to do something interesting to stay viable, and an ATK and DEF boost won't cut it. Ocg: Equip only to a "Dryad" monster. The equipped monster gains 300 ATK and 700 DEF. (I've not seen any equips with new ocg, so this is a best guess) [/spoiler] [spoiler=next few] Dryad Mistress X'Garzeth: Interesting effect, but can be OP'd. Decide on 1000 or half life points, and add a restriction to what Dryads you can summon and what you can do with them. Having the effect in main phase 2 only is nice, but letting it happen in the battle phase kills it. Ocg: Once per turn, during your Main Phase 2: Pay half your life points; Special Summon 2 "Dryad" monsters from your Graveyard. Dryad of Eternal Sand: Nice to get another summon, but probably only needs to remove 1 plant, 2 at most. Ocg: You can banish 3 Plant-Type monsters from your Graveyard: Special Summon this card from your hand. Dryad Secret: The option of the effects, and negating anything, are a bit much, especially if it sticks around, and it's easier to get counters on this than Dryad Healing. Pick an effect, and have it sent to the Grave when it's used, so it' a one-shot deal. Ocg: When a "Dryad" monster is Summoned or Destroyed: Place 1 counter on this card. Remove 5 counters from this card; Draw 2 cards. When your opponent activates a card effect: Remove 5 counters from this card; Negate the activation of that effect and destroy that card. When you control no other "Dryad" cards: Destroy this card. Dryad X'Blenda: Not bad. Nothing new, but simple and effective. Ocg: FLIP: Draw 1 card. Dryad X'cymf: Blanket immunity to one player's card effects is bad on something with average stats. 2200 DEF lets this get survive anything that can be Normal Summoned, unless it has a boost. That it can't attack is an irrelevance, because it doesn't need to. Ocg: This card cannot declare an attack. This card is unaffected by your opponent's card effects. Dryad X'elia: Not very interesting. Gaining 500 LP won't usually be incentive to bounce your own monster. Mist Valley have support to make the bouncing work for them: these cards don't. Gaining a little more might make it interesting in terms of Spring of Rebirth and Ultimate Offering for LP gain, but as it it seems a bit pointless. Ocg: You can return this face-up card you control to your hand; Gain 500 Life Points. Dryad X'era: The effect is a repeat of an earlier one. Other than that it's fairly simple. With the right cards it can gain a massive ATK, but without any in-built protection it won't be too much of a problem. Ocg: This card cannot be Special Summoned. If you Tribute Summon this monster, the Tributes must be "Dryad" monsters. This cards ATK is equal to the total original ATK of the monsters Tributed for this card's Tribute Summon. Dryad X'gara: Nice for dealing with light and dark - they're common enough for it to be useful, but the decks they're in usually have other options. Ocg: LIGHT and DARK monsters cannot target this card for an attack. Dryad X'mara: Another simple but effective effect, especially as she herself ends up with 1900 ATK, which is good for a level 4. You may however want to drop the ATK by 100-200, just to cover what happens when you have two of them. Ocg: All Plant-Type monsters gain 300 ATK and DEF. [/spoiler] [spoiler=the rest] Dryad X'nedra - Life Guard: As is, broken. Stops all damage, the win condition for 99.999999999% of all decks, dead, and can be revived if it get sent anywhere for a nominal fee. Pick effect or battle damage and up the revival cost/remove the revival. Also swap 'if' for 'when', so it can miss the timing. Ocg: You take no Damage. When this card leaves the field: Pay 300 Life Points; Special Summon this card. Dryad X'oza: Basically the same as Dryad of Eternal Sand, only needing less removal. Keep one and either get rid of or give a new effect to the other. Ocg: You can banish 1 Plant-Type monster in your Graveyard; Special Summon this card from your hand. Dryad's Guard Light: Make it Dryads only. As is this can get Lonefire Blossom, which is basically the Normal Summon of any plant you want. Also consider making it level 4 or lower only. Ocg: FLIP: Add 1 Plant-Type monster from your Deck to your hand. Dryad's Whish: I think this should be Dryad's Wish. Limit it to lower-level monsters only, consider deck or grave rather than both, and make it remove at the end of the turn - give more than that and it's unlikely to ever be on the field. Ocg: Special Summon 1 "Dryad" monster from your Deck or Graveyard. During your 2nd Standby Phase after this card's activation: Banish the Special Summoned monster. Giant Tree: An average field spell. The 600 ATK is quite hefty, and the level modulation is nice, but there's nothing that really sticks out. Ocg: All "Dryad" monsters gain 600 ATK. Once per turn: You can increase or decrease the level of 1 "Dryad" monster you control by 1. Gigantis Dryadis: It's OK. Somewhat situational, but can be helpful if your traps won't stop your opponent. Ocg: When a "Dryad" monster you control is targeted for an attack: Double that monster's ATK and DEF until the End Phase. Masked Dryad X'sara: A rather easy Synchro. Again it's the remove from grave to SS effect, but this time in a tuner. Consider making it once per duel or removing itself once it leaves after being summoned by it's effect, because it makes it far too easy to swarm synchros. Ocg is as the last one that did this. Revenge of the Dryads: It's balanced enough. Burn isn't really that impressive in general, but it's not bad. If you think the grave will be dryad-heavy though tone it down to 100-200. Ocg: When a "Dryad" monster you control is destroyed by battle: Inflict 300 points of damage for each "Dryad" monster in your Graveyard. Triplus of Dryadus: Limit what this can bring out to small stuff. Summoning three of those beatsick-tuner trees is cheap beyond belief, although it's nice that it has to be three. Ocg: Special Summon 3 "Dryad" monsters with the same name from your Deck. Water Dryad X'aquilaria: "Water Dryads" would be Naiads, I think. She doesn't fit with the rest of your monsters well, blocking FIRE isn't all that useful, and you'd be better off keeping her for something else. Ocg will be like the one that had this effect for LIGHT/DARK, only with FIRE instead. [/spoiler] For the most part I haven't changed any of the effects; the ocg is for what they do now. Link to comment Share on other sites More sharing options...
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