zeroK Posted July 16, 2011 Report Share Posted July 16, 2011 [b][size="3"]Please note that these are my first cards. Be gentle.[/size][/b] [spoiler='#1'][img]http://img405.imageshack.us/img405/8079/450307.jpg[/img] ~Lore: When this card is activated, select one card on the field. Inflict 100 damage to your opponent's life points for each spell counter on the selected card.[/spoiler] [spoiler='#2'][img]http://img851.imageshack.us/img851/8079/450307.jpg[/img] ~Lore: To activate this card, you must Banish one "Curse Seal #1" from your hand, deck or graveyard. When this card is activated, select two cards on the field. Inflict 300 damage to your opponent's life points for each spell counter on the selected cards.[/spoiler] [spoiler='#3'][img]http://img94.imageshack.us/img94/8079/450307.jpg[/img] ~Lore: To activate this card, you must Banish two "Curse Seal #1"s or one "Curse Seal #2" from your hand, deck or graveyard. When this card is activated, inflict 500 damage to your opponents life points for each spell counter on your side of the field.[/spoiler] The Idea behind the cards is that a Spellcaster could sneakily draw a Magic Circle during battle, and then when their opponent was in it, they could trap them and cast spells to damage them. The Banishing comes from the 'Caster needing more experience to cast complicated spells. (Also because they needed some sort of cost, otherwise they'd be really OP.) I think that the pictures are okay, I had to add all the gradients myself, and the lack of them really being in the right style bothers me, but I [i]do[/i] like them. I think I got all the OCG updates right, just tell me if not. Thanks in advance! Link to comment Share on other sites More sharing options...
lvl1hero Posted July 16, 2011 Report Share Posted July 16, 2011 ... some people will think otherwise... ... but you know... you're onto something... [u]Overall Rating[/u]: [b]4.9/5[/b]! xP Link to comment Share on other sites More sharing options...
▼AlcaNdeR▼ Posted July 16, 2011 Report Share Posted July 16, 2011 Found some OCG errors and tried to fix them. [code]Curse Seal #1 Select 1 card on the field: Inflict 100 damage to your opponent for each Spell Counter on the selected card. But I guess you want to selct only those with Spell Counters right? so... Select 1 monster with Spell Counters on it: Inflict 100 damage to your opponent for each Spell Counter on the selected card.[/code] [code]Curse Seal #2 Same as above. Activate this card only if you Banish 1 "Curse Seal #1" from your hand, Deck or Graveyard: select 2 monsters with Spell Counters on it: Inflict 300 damage to your opponent for each Spell Counter on the selected cards. [/code] [code]Curse Seal #3 Activate this card only if you Banish 2 "Curse Seal #1" or 1 "Curse Seal #2" from your hand, Deck or Graveyard: Inflict 500 damage to your opponent for each Spell Counter on your side of the field. [/code] Maybe there are more errors but i think also ive fixed most of them, effects are kinda boring and weak IMO but for your first cards they are good. Welcome to YCM 7/10 Link to comment Share on other sites More sharing options...
lvl1hero Posted July 16, 2011 Report Share Posted July 16, 2011 ... show me a set using [b]Spell Counters[/b]... xP ... really... you're onto something... Link to comment Share on other sites More sharing options...
zeroK Posted July 16, 2011 Author Report Share Posted July 16, 2011 [quote name='lvl1hero' timestamp='1310783198' post='5359236'] ... some people will think otherwise... ... but you know... you're onto something... [u]Overall Rating[/u]: [b]4.9/5[/b]! xP [/quote] Thanks a lot! Link to comment Share on other sites More sharing options...
Glogatha Posted July 16, 2011 Report Share Posted July 16, 2011 Wow! [b]lots of potential![/b] although, it seems the first is strong,the second weak, and the third middle, maybe you should reorder them... unless their correct. Link to comment Share on other sites More sharing options...
MibeR Posted July 16, 2011 Report Share Posted July 16, 2011 Cursed Spell 1 is way to UPed. Say this #1 > inflict 500 #2 > 600 #3 > 700 Link to comment Share on other sites More sharing options...
ragnarok1945 Posted July 16, 2011 Report Share Posted July 16, 2011 #1: 100 damage is a bit small, it's not likely it'll do more than 500 damage anyway I'd make it like 700 damage per counter instead That way, for #3, you can say 1000 damage per counter 7/10 Link to comment Share on other sites More sharing options...
zeroK Posted July 16, 2011 Author Report Share Posted July 16, 2011 [quote name='ragnarok1945' timestamp='1310825632' post='5360181'] #1: 100 damage is a bit small, it's not likely it'll do more than 500 damage anyway I'd make it like 700 damage per counter instead That way, for #3, you can say 1000 damage per counter 7/10 [/quote] I meant to make them sort of weak. I'm not a huge fan of OTK's, which could be pulled off easily with these and Magical Citadel of Endymion (Especially if the last one was 1000). If you had a well-oiled spell counter deck, 100 per counter could actually do a good chunk of damage (1000-1500 even). Thanks for the feedback! Link to comment Share on other sites More sharing options...
ragnarok1945 Posted July 16, 2011 Report Share Posted July 16, 2011 yeah well neither am I but even for #3 I don't see 1000 per counter will set up OTK THAT easily Link to comment Share on other sites More sharing options...
MibeR Posted July 16, 2011 Report Share Posted July 16, 2011 Its actually rahter easy to burn removing 5 Counters on the field, i played it by Arcanite = 2, Citadel=2, Power Stone=3, Spell Grasp=1. Thats 8000! Link to comment Share on other sites More sharing options...
ragnarok1945 Posted July 17, 2011 Report Share Posted July 17, 2011 so you think this is easy to set up OTKs, Maha? Link to comment Share on other sites More sharing options...
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