Kirun Wolf Posted January 19, 2012 Report Share Posted January 19, 2012 Alrighty guys. I am aiming to complete the most convoluted yet playable set of cards the game will ever see. These cards are meant to be perfectly balanced, if not unbearably trollicious. Here is the full set: *As of now, the pictures are not working for some reason. Will fix this later.* [spoiler=Monsters] [spoiler=Trololol][img]http://img441.imageshack.us/img441/6092/537995.jpg[/img] Lore: Flip: Roll a 6 sided die: -1: Flip a coin. If heads, Roll a 6 sided die. Special Summon a monster from your hand or deck with the same level as the result. If tails, add 1 "Problem" counter to one of your opponents face up monsters. -2: This card cannot be destroyed by battle. If this card attacks or is attacked, add 1 "Problem" counter to a card on the field. -3: Roll a 6 sided die. This monster gains ATK and DEF equal to the result x 400. For every 400 ATK and DEF gained by this effect, add 1 "Problem" counter to a card on the field. -4: Flip a coin: If heads, add 1 "Problem" counter to every card on the field. If tails, remove all "Problem" counters on the field. -5: Flip a coin: If heads, re-roll. If tails, set this card in face down defense position. -6: Roll again, this time guessing the result. If you guess correctly, draw 2 cards. If you guess wrong, destroy this card. [/spoiler] [spoiler=F*ck Yeah][img]http://img208.imageshack.us/img208/6092/537995.jpg[/img] Lore: This card gains 100 ATK and DEF for every "Problem" counter on the field when it is summoned. Once per turn, during your Main Phase, you can halve this monsters ATK and DEF. Place 2 "Problem" counters on a card on the field. [/spoiler] [spoiler=I Lied!][img]http://img515.imageshack.us/img515/6092/537995.jpg[/img] Lore:This card can be Special Summoned from your hand by removing 4 "Problem" counters from the field. While on the field, if this card is summoned by its own effect, negate the effects of any card(s) that would banish a card you control. [/spoiler] [spoiler=Lol!][img]http://img710.imageshack.us/img710/6092/537995.jpg[/img] Lore: When your opponent activates a trap card, you can Special Summon this card from your hand. If you do, place 1 "Problem" counter on this card. [/spoiler] [spoiler=OMG!][img]http://img818.imageshack.us/img818/6996/537995i.jpg[/img] Lore: Flip: Add 2 "Problem" counters to a card on the field. This card cannot be destroyed by battle the turn it is flipped. [/spoiler] [spoiler=Poker Face][img]http://img197.imageshack.us/img197/7268/537995z.jpg[/img] Lore: If this card is targeted by a card effect, negate the effect. If there are any "Problem" counters on the field when this effect is activated, draw 1 card. Shuffle this card back into your deck during the end phase of the turn this effect is used. [/spoiler] [/spoiler] [spoiler=Spells] [spoiler=Trollville][img]http://img35.imageshack.us/img35/6092/537995.jpg[/img] Lore: Once per turn, during your Main Phase, you can remove "Problem" counter(s) from the field to activate one of the designated effects: -4: Flip a coin. If heads, draw 1 card. If tails, Roll a 6 sided die and take damage equal to the result x 100. -4: Switch the battle position of a monster your opponent controls until the end phase. -6: Flip a coin. If heads, discard a card from your opponents hand. If tails, both players must discard a card from their hands. -10: Destroy 2 cards on the field. -20: Flip 2 coins. Guess the results. If you guess right, you win the game. [/spoiler] [spoiler=Aww Yeah!][img]http://img69.imageshack.us/img69/6092/537995.jpg[/img] Lore: During your Standby Phase, place 2 "Problem" counters on a card on the field. Once per turn, during your Main Phase, you can remove "Problem" counter(s) from the field to activate one of the designated effects: -4: Gain 1000 Life Points -8: Choose a monster you control. Until the end phase, that monster is treated as a tuner of any type. -10: Draw 1 card. If that card is a monster, Special Summon it. [/spoiler] [spoiler=Better Than Expected][img]http://img403.imageshack.us/img403/6092/537995.jpg[/img] Lore: For every card you set this turn, add 1 "Problem" counter to a card on the field. [/spoiler] [spoiler=Me Gusta][img]http://img811.imageshack.us/img811/4998/537995w.jpg[/img] Lore: Add 3 "Problem" Counters to a card on the field. [/spoiler] [spoiler=Forever Alone][img]http://img444.imageshack.us/img444/6092/537995.jpg[/img] Lore: Activate only if you control only 1 monster. The equipped monster cannot be destroyed by battle. Any battle damage involving the equipped monster is reduced to 0. If the equipped monster were to be destroyed by a card effect, you can destroy this card instead. If you were to control more than one monster, destroy this card. [/spoiler] [/spoiler] [spoiler=Traps] [spoiler=Challenge Accepted][img]http://img31.imageshack.us/img31/6092/537995.jpg[/img] Lore: Activate only when you would take damage that would reduce your Life Points to 0. Negate the damage. Your opponent draws one card. [/spoiler] [spoiler=Okay...][img]http://img715.imageshack.us/img715/6092/537995.jpg[/img] Lore: Activate only when your opponent plays a card that would negate the effect of one of your cards. Draw 2 cards. [/spoiler] [spoiler=FFFFUUUUU][img]http://img339.imageshack.us/img339/5840/537995n.jpg[/img] Lore: Activate only when 1 or more card(s) on the field are destroyed. Add as many "Problem" counters as cards destroyed to a card(s) on the field. [/spoiler] [spoiler=Real Badass][img]http://img535.imageshack.us/img535/6092/537995.jpg[/img] Lore: Activate when your opponent summons a level 5 or lower monster. During your next standby phase, place 2 "Problem" counters on the field for every monster your opponent summoned during the turn this card was activated. [/spoiler] [spoiler=Yao][img]http://img441.imageshack.us/img441/4343/537995a.jpg[/img] Lore: Activate when your opponent summons a level 8 or higher monster. If this card is still on the field during your next standby phase, banish that monster. Add 2 "Problem" counters to cards on the field. [/spoiler] [/spoiler] Link to comment Share on other sites More sharing options...
ragnarok1945 Posted January 19, 2012 Report Share Posted January 19, 2012 can you write the lore for the field spell out? It's too small to read Link to comment Share on other sites More sharing options...
Kirun Wolf Posted January 20, 2012 Author Report Share Posted January 20, 2012 Alright, I added the lore. Silly me, I knew it was too small to read but just straight up forgot. I will be adding a few more cards to this eventually. It's going to be great Link to comment Share on other sites More sharing options...
ragnarok1945 Posted January 20, 2012 Report Share Posted January 20, 2012 well for the last effect for the spell, it's probably not a good idea for instant win like that again, it'll have to depend on just how fast can the counters get on the field. Because if you can get it REALLY fast with the other cards currently not up yet, then the 4, 6, and 8 counters effect would get a bit broken Link to comment Share on other sites More sharing options...
Kirun Wolf Posted February 7, 2012 Author Report Share Posted February 7, 2012 Alright YCM finally started working for me! I've updated the thread with EVERYTHING. Please comment! Link to comment Share on other sites More sharing options...
ragnarok1945 Posted February 7, 2012 Report Share Posted February 7, 2012 what did you update? Link to comment Share on other sites More sharing options...
Anonymous Posted February 7, 2012 Report Share Posted February 7, 2012 Hymmm... for some reason this set seams highly playable. I would love troll my opponent with it ;p Some effect that would prevent Trollville from being destroyed by effects in cost of counters (like in case of Magical Citadel of Endymion) would be nice.Hymmm... for some reason this set seams highly playable. I would love troll my opponent with it ;p Some effect that would prevent Trollville from being destroyed by effects in cost of counters (like in case of Magical Citadel of Endymion) would be nice. Link to comment Share on other sites More sharing options...
Valkyrus Posted February 7, 2012 Report Share Posted February 7, 2012 These are hilarious, lol@ the "Problem" counters. But they belong to the Pop Culture Section, not RC. (Those would be hella fun to play with your friends though ) btw, for your Trololol card, in the case you roll a 6, I think you meant "toss a coin again" instead of roll again. If that's not the case, maybe you could change it to that, it'd be far more useful, Link to comment Share on other sites More sharing options...
Kirun Wolf Posted February 8, 2012 Author Report Share Posted February 8, 2012 @Anonymous: Yeah they need some tweaking but generally I think i hit the nail on the head with the concept. @Gandorator: Good Call on Trololol, I'll get around to it in a bit. I'm glad you enjoyed them; sorry for putting them in realistic - I suppose that "balanced" =/= realistic. Pop culture would be the right forum; I would hope a Mod could just move it instead of me having to remake the thread but for now I'll just let it be. Link to comment Share on other sites More sharing options...
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