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ParadoxCaller

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[center]Been a while since I last posted something, anyways, here are some Gemini/Normal Monster support cards I've made.

Monsters:

[img]http://img703.imageshack.us/img703/4589/37882m.jpg[/img]

[img]http://img13.imageshack.us/img13/4458/37882.jpg[/img]
Effect: Cannot be Normal Summoned or Set. Can only be Special Summoned (from your hand) by Tributing 1 face-up "Gemini Summoner" you control. During each of your End Phases; place 1 Gemini Counter on this card (max 1.). During your Main Phase: You can remove 1 Gemini Counter from this card; choose and activate 1 of these effects: * You can Normal Summon 1 Gemini Monster from your hand in addition to your Normal Summon or Set (Tributes are required for a Level 5 or higher monster.). * Target 1 face-up Gemini Monster you control: Shuffle that target into your Deck; draw 1 card. If that card is a Gemini/Normal Monster: You can reveal; draw 1 more card.

Spells:

[img]http://img21.imageshack.us/img21/7552/37882h.jpg[/img]

[img]http://img233.imageshack.us/img233/4246/37882z.jpg[/img]

[img]http://img64.imageshack.us/img64/4458/37882.jpg[/img]
Effect: Each time a Gemini Monster is Normal/Special Summoned; place 1 Gemini Counter on this card. All Gemini Monsters gain 100 ATK and DEF for every Gemini Counter on this card. Each time a Gemini Monster is destroyed; remove 1 Gemini Counter from this card. If this is destroyed by an opponent's card effect and sent to the Graveyard: You can target 1 or more Gemini Monsters in your Graveyard with a combined Level equal or less than the number of Gemini Counters that this card had; Special Summon those target's. A Gemini Monster Special Summoned by this effect is treated as an Effect Monster, but cannot activate its effect this turn.[/center]

[center][img]http://img163.imageshack.us/img163/4458/37882.jpg[/img][/center]

[center][img]http://img835.imageshack.us/img835/4458/37882.jpg[/img][/center]
[center]Effect: Target 1 Level 6 or lower Gemini Monster in your Graveyard: Special Summon that target; its treated as an Effect Monster, but cannot activate its effect or attack this turn. If this card leaves the field; destroy that target. If that target leaves the field; destroy this card. You cannot Normal Summon or Set the turn you activate this card.

Traps:
[/center]
[center][img]http://img824.imageshack.us/img824/7384/37882f.jpg[/img][/center]

[center][img]http://img7.imageshack.us/img7/5121/37882r.jpg[/img][/center]

[center][img]http://img207.imageshack.us/img207/4458/37882.jpg[/img][/center]
[center]Effect: If you control a face-up Gemini Monster that is treated as a Normal Monster and a Gemini Monster that is treated as an Effect Monster; you can activate this card from your hand. Equip this card to a Gemini Monster you control; it gains 500 ATK. If the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 Gemini Monster in your Graveyard with an ATK equal to or lower than that of the destroyed monster; add that target to your hand.[/center]

[center][img]http://img829.imageshack.us/img829/9872/37882c.jpg[/img][/center]
[center]Effect: Activate only while you control a Gemini Monster that is treated as a Normal Monster; face-up monsters you control cannot be destroyed by your opponent's cards this turn (either by battle or by card effect). (damage calculation is applied normally.) While this card is in your Graveyard: You can banish it; negate the activation and effect of a Spell/Trap Card effect that would negate the Normal Summon of a face-up Gemini Monster you control and destroy that card. You cannot use this effect the turn this card is sent to the Graveyard.[/center]

[center][img]http://img502.imageshack.us/img502/4933/37882p.jpg[/img][/center]

[center][img]http://img171.imageshack.us/img171/9871/37882b.jpg[/img][/center]
[center]Effect: Activate only by sending 1 Gemini Monster from your Deck to the Graveyard when you Normal Summon 1 face-up Gemini Monster you control: Target the Normal Summoned monster; that target gains the same effect that was of the monster sent to the Graveyard for the activation of this card, until the End Phase. After this turn's End Phase; the target is treated as a Normal Monster.[/center]

[center]Related:

[img]http://img526.imageshack.us/img526/9872/37882c.jpg[/img]

[img]http://img502.imageshack.us/img502/4458/37882.jpg[/img]

Althought not really related, these 2 cards can work in a Gemini/Normal Monster Deck, or almost any other Deck for that matter.

Rate and comment, give some feedback on OP'ed effects or OCG fixes :) [/center]

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Double Kaiser:
Not amazingly useful. Only Darkstorm Dragon and Phoenix Gearfried need 2 Tributes, and both are easier to Summon in other ways (REDMD, Birthright and Supervise, all of which work with other monsters too).

Gemini Paladin:
He speeds up your Gemini Effects with his double Summoning, which would be useful for things like Gemini Soldier. Second effect ties in with the first. I don't think he needs to be that slow.

Double Summon Overlimit:
This is a cool and very specific +1 that requires certain support cards and significant set-up. As do most other cards like it. Proper.

Gemini Force:
The second effect is worthwhile, but the ATK boost is small and situational. I guess it combos with Energy Bravery.

Gemini World:
This would be good without the counter-removal effect. ATK isn't as vital to Gemini Monsters as defensive protection.

Instant Double Summon:
Thiiis one. This one is overpowered. Any monster? Any Level? With its effect intact? I cannot list how many good monsters there are to use. The fact that you can't Normal Summon in the same turn isn't a big issue. The card should read something like this:
[quote="Lore:"]Target 1 Normal or Gemini Monster you control: Special Summon 1 monster from your Deck with ATK lower than the ATK of the selected monster. The selected monster cannot attack this turn. Destroy the Special Summoned monster during the End Phase. You cannot Normal Summon or Set the turn you activate this card.[/quote]

Ritual Double Summon:
Good. Would probably be better as an Equip Card, since some Gemini like those and it saves some effect space. "It is" shortens to "It's", not "Its". Use "It is" anyways.

Burst Double Summon:
This is situational and would usually be a -1.

Gemini Barrier - Twin Force:
Not good. Call of the Haunted would generally be better, and Supervise, and Birthright after that.

Gemini Blade:
Amusing. Also replaces itself, so it's not a 2 for 1 if the equipped monster dies.

Gemini Halo:
Interesting, but not useful as it's a Normal Trap Card and can't respond to the Solemns.

Sacred Double Summon:
Modulation is meh. At best, you can go for Gigaplant and revive Lonefire.

Release Escape:
Chainable recruiter? Interesting. Too bad it can't grab Gemini Monsters. Just Normal Monsters and some useless Rituals. "Players", not "player's".

Where'd Intercept Double Summon go?

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[quote name='newhat' timestamp='1322953960' post='5684080']
Double Kaiser:
Not amazingly useful. Only Darkstorm Dragon and Phoenix Gearfried need 2 Tributes, and both are easier to Summon in other ways (REDMD, Birthright and Supervise, all of which work with other monsters too).

Gemini Paladin:
He speeds up your Gemini Effects with his double Summoning, which would be useful for things like Gemini Soldier. Second effect ties in with the first. I don't think he needs to be that slow.

Double Summon Overlimit:
This is a cool and very specific +1 that requires certain support cards and significant set-up. As do most other cards like it. Proper.

Gemini Force:
The second effect is worthwhile, but the ATK boost is small and situational. I guess it combos with Energy Bravery.

Gemini World:
This would be good without the counter-removal effect. ATK isn't as vital to Gemini Monsters as defensive protection.

Instant Double Summon:
Thiiis one. This one is overpowered. Any monster? Any Level? With its effect intact? I cannot list how many good monsters there are to use. The fact that you can't Normal Summon in the same turn isn't a big issue. The card should read something like this:


Ritual Double Summon:
Good. Would probably be better as an Equip Card, since some Gemini like those and it saves some effect space. "It is" shortens to "It's", not "Its". Use "It is" anyways.

Burst Double Summon:
This is situational and would usually be a -1.

Gemini Barrier - Twin Force:
Not good. Call of the Haunted would generally be better, and Supervise, and Birthright after that.

Gemini Blade:
Amusing. Also replaces itself, so it's not a 2 for 1 if the equipped monster dies.

Gemini Halo:
Interesting, but not useful as it's a Normal Trap Card and can't respond to the Solemns.

Sacred Double Summon:
Modulation is meh. At best, you can go for Gigaplant and revive Lonefire.

Release Escape:
Chainable recruiter? Interesting. Too bad it can't grab Gemini Monsters. Just Normal Monsters and some useless Rituals. "Players", not "player's".

Where'd Intercept Double Summon go?
[/quote]

thanx for the feedback :) first of, Double Kaiser works for vanillas also, but the general idea was to make an easier Summon for just Gearfried or Darkstorm

dont know what you mean by Paladin being slow, that you have to wait a whole turn in order to use its effects?

Gemini World: i was thinking that there are a lot of was to Special Summon Geminis, and also Normal Summon them, however the counter removal effect only occurs if they were to be destroyed, not if they are tributed or sent to the graveyard by other means

i will go back to the drawingboard for Instant Double Summon

Ritual Double Summon: i hear ya on the whole making it an Equip Spell, since some Gearfried and Chevalier has effects involving just those types of cards, but i was thinking making it into a Gemini version of Scrab Lube
[url="http://yugioh.wikia.com/wiki/Scrap_Lube"]http://yugioh.wikia.com/wiki/Scrap_Lube[/url]

Gemini Halo: didnt think about that :/

dont know what you mean about Intercept, is it not visible in the post or what?

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I did mean that waiting a turn for Paladin is painful, and there's no need to "balance" Gemini World because the boost isn't vital to Gemini Monsters.

I'm not sure, but I think Scrap Lube is a Continuous Spell Card because otherwise you could search it with Hidden Armory, then revive a Scrap Dragon, then conduct massive shenanigans with Orthros. This would also be awesome for Gemini Monsters because one is a Level 4 Tuner by a Continuous Effect and the "No Normal Summon" clauses would be redundant.

Okay, now I can see Intercept Double Summon, and I don't think it's that useful. It can't stop stuff in the Damage Step and it can't stop Fader, so Effect Veiler would generally be easier to use. The Special Summon from the hand isn't worth it...

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[quote name='newhat' timestamp='1322980378' post='5685024']
I did mean that waiting a turn for Paladin is painful, and there's no need to "balance" Gemini World because the boost isn't vital to Gemini Monsters.

I'm not sure, but I think Scrap Lube is a Continuous Spell Card because otherwise you could search it with Hidden Armory, then revive a Scrap Dragon, then conduct massive shenanigans with Orthros. This would also be awesome for Gemini Monsters because one is a Level 4 Tuner by a Continuous Effect and the "No Normal Summon" clauses would be redundant.

Okay, now I can see Intercept Double Summon, and I don't think it's that useful. It can't stop stuff in the Damage Step and it can't stop Fader, so Effect Veiler would generally be easier to use. The Special Summon from the hand isn't worth it...
[/quote]

okay, noted :)

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