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Custom Cards: Descent Monsters! (Formally Hybrid Monsters)


smt1721

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Hello, again. After the recent flop of my 'Hybrid Monster' idea, I took my cards in a new direction. I have renamed them Descent Monster, since they Descent from the original cards of yugioh, such as Dark Magician, Blue Eyes White Dragon, etc. I've remade them entirely, but if I could, the borders of the cards would be colored Red. But, Descent Monsters are summoned from a person's Extra Deck by removing from play one specific monster from your graveyard. But, when the Descent monster is removed from the field, a player can Special Summon the monster that was removed from play. But depending on its level, it cannot attack for a certain amount of turns. Level 1-4: 0; Level 5-6: 1; Level 7-8: 2; Level 9-12; 3.Please tell me what you think, but no harsh comments. Only constructive critisism. PS, since this blog, I have made a new card, and placed it after Dark Wizard Girl. It took some thinking, but hopefully, it's okay.

[img]http://img7.imageshack.us/img7/5886/237077.jpg[/img]

[b][u]Dark Wizard[/u][/b]

"Dark Magician"
This card cannot be Special Summoned except by Descent Summon. When this card is Descent Summoned: You can target all Spell and Trap cards on the field; Destroy them. This monster cannot attack the turn it is Descent Summoned. When this card is banished: Special Summon the Descent Material Monster you banished; It cannot attack for 2 turns.

[img]http://img717.imageshack.us/img717/5886/237077.jpg[/img]

[b][u]White Dragon Knight[/u][/b]

"Blue Eyes White Dragon"
This card cannot be Special Summoned except by Descent Summon. When this card is Descent Summoned: You can target all monsters on your opponent's side of the field; destroy them. For each monster: Decrease this cards ATK by 300 for 2 turns. This monster cannot attack the turn it is Descent Summoned. When this card leaves the field: Special Summon the Descent Material Monster you banished; It cannot attack for 2 turns.

[img]http://img88.imageshack.us/img88/5886/237077.jpg[/img]

[b][u]Black Dragon Knight[/u][/b]

"Red Eyes B. Dragon"
This card cannot be Special Summoned except by Descent Summon. Once per turn: Destroy one card your opponent controls; This card cannot attack that turn. This card cannot attack the turn it is Descent Summoned. When this card leaves the field: Special Summon the Descent Material Monster you banished; It cannot attack for 2 turns.

[img]http://img3.imageshack.us/img3/4357/237077i.jpg[/img]

[b][u]Dark Wizard Girl[/u][/b]

"Dark Magician Girl"
This card cannot be Special Summoned except by Descent Summon. This card gains 300 ATK and DEF for each Dark Magician, Dark Magician Girl, and Dark Wizard in either players Graveyard and that have been banished. This card cannot attack the turn it is Descent Summoned. When this card leaves the field: Special Summon the Descent Material Monster you banished; It cannot attack for 1 turn.

[img]http://img30.imageshack.us/img30/1271/237077z.jpg[/img]

[b][u]Exodia Exodus[/u][/b]

"Exodia the Forbidden One"
This card cannot be Special Summoned except by Descent Summon. At the End Phase of your turn: You can banish one "Forbidden One" card from your hand, deck, or Graveyard ; Decrease this cards ATK and DEF by 1000. When this card declares a direct attack: Halve its ATK and DEF until the end of the Battle Phase. This monster cannot attack the turn it is Descent Summoned. When this card leaves the field: return all banished "Forbidden One" cards to your hand.

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Dark Wizard, Blue-Eyes White Knight, and Black Dragon Knight's pics aren't showing up on my screen.

Let me get this straight:
Dark Wizard is a Harpie's Feather Duster.
Blue-Eyes White Knight is a Raigeki
Black Dragon Knight is a Snipe Hunter with no variable and no restrictions after turn 1
Dark Wizard girl is a Dark Magician Girl (there's hardly a difference)

They're all overpowered considering their summoning conditions (as you've described)

Suggestions!:
Dark Wizard: change it to a Heavy Storm
Blue-Eyes: Give it an ability similar to Red Dragon Archfiend (but not as strong)
Black Dragon Knight: Give it [s]some[/s] a lot of restrictions. Like don't allow it to attack the turn it activates its effects
Dark Wizard Girl: Just fine.

For your 'Descent Monsters':
If they are special summoned from the extra deck and need a certain card, then state the card in the lore.
The special summoning ability they have when they leave the field is one that you may want to consider just putting into their effects.

By themselves, the ability to hit the field with an awesome effect and then bring in a beatstick when they leave is already overpowered.

Overall Suggestions:[list]
[*]Make sure that their effects aren't too overpowered and unrestricted.
[*]Remember that these cards are fairly easily summoned, especially Blue-Eyes and Black Dragon Knight, who can be brought out first turn easily with Future Fusion (Five-Headed)
[*]The secondary effect of Descent monsters may be a bit of overkill
[/list]

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[quote name='AggroDrago' timestamp='1313991244' post='5461680']
Dark Wizard, Blue-Eyes White Knight, and Black Dragon Knight's pics aren't showing up on my screen.

Let me get this straight:
Dark Wizard is a Harpie's Feather Duster.
Blue-Eyes White Knight is a Raigeki
Black Dragon Knight is a Snipe Hunter with no variable and no restrictions after turn 1
Dark Wizard girl is a Dark Magician Girl (there's hardly a difference)

They're all overpowered considering their summoning conditions (as you've described)

Suggestions!:
Dark Wizard: change it to a Heavy Storm
Blue-Eyes: Give it an ability similar to Red Dragon Archfiend (but not as strong)
Black Dragon Knight: Give it [s]some[/s] a lot of restrictions. Like don't allow it to attack the turn it activates its effects
Dark Wizard Girl: Just fine.

For your 'Descent Monsters':
If they are special summoned from the extra deck and need a certain card, then state the card in the lore.
The special summoning ability they have when they leave the field is one that you may want to consider just putting into their effects.

By themselves, the ability to hit the field with an awesome effect and then bring in a beatstick when they leave is already overpowered.

Overall Suggestions:[list]
[*]Make sure that their effects aren't too overpowered and unrestricted.
[*]Remember that these cards are fairly easily summoned, especially Blue-Eyes and Black Dragon Knight, who can be brought out first turn easily with Future Fusion (Five-Headed)
[*]The secondary effect of Descent monsters may be a bit of overkill
[/list]
[/quote]
I just changed it up. Thanks for the suggestions, and tell me what you think of the new one I created for Exodia.

[quote name='ragnarok1945' timestamp='1313995732' post='5461791']
Dark Wizard Girl's effect isn't TOO much different from DMG's effect, so it's somewhat meh

give it more effects
[/quote]
I can't give her more effects. I'm trying to stay original to DMG, so I'm not making too many changes. But thanks for the suggestion.

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[quote name='ragnarok1945' timestamp='1314045989' post='5463159']
as for Exodia Exodus, 1st effect is just Fiber Jar

"At the End Phase of your turn: Remove one "Forbidden One" card from your hand, deck, or Graveyard from play; Decrease this cards ATK and DEF by 1000."

<--and what if you can't remove such a card from your hand?
[/quote]
For its first effect: Fiber Jar does only cards in your hand and Graveyard. This card does hand, field, and Graveyard, and in fact does that for both players, not just one. So it does more than Fiber Jar does. But I have decided to remove that part, as you can see.
For the other question: That's why you are given the option of your hand, deck, or Graveyard. Also, I meant to type 'During the End Phase of your turn: You can remove one "Forbidden One" card from your hand, deck, or Graveyard from play." I just forgot the 'You can' part of it.

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