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Introducing a new type of Chaos...


thekazu4u

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Elemental Chaos. While previously the forces of Light and Darkness vied for power, and out of this conflict there emerged Chaos, now these eternal forces attempt to harness the power of the elements. Out of this clash, an even greater Chaos was created...

Anyways I have not created all of the support yet, but here are the Bosses. Although opposites of each other, they are quite easy to summon although they do come at a cost, and their full power can only be obtained while having monsters of different attributes in your Graveyard. The lore is above each, while the effects are below, because bosses tend to have small text...

[SPOILER Powers of Light and Darkness]
[SPOILER Glory of the Light]
Dyvine, the elemental lord of the light blesses both players with the power of the elements, and with her newfound elemental power attempts to strike down the power of Darkness.
[/SPOILER]
[img]http://yugico.com/customcard/25973.jpg[/img]
[SPOILER Effect: 'Dyvine - Light Savior of the Elements'] There can only be 1 "Dyvine - Light Savior of the Elements" on the field at a time. This card can be Special Summoned (from your hand) by returning 1 or more monsters of different attributes from your Graveyard to your Deck and increasing your opponent's Life Points by half. Then, activate any number of the following effects based on the attribute(s) of the returned monster(s):
•Earth: Destroy 1 Face-Down card.
•Water: Return 1 Banished card to its owner's Deck.
•Fire: Return 1 Banished card to its owner's Graveyard.
•Wind: Draw 1 card.
[/SPOILER]


[SPOILER Terrors of the Dark]
Synn, the elemental lord of the Dark, corrupts both players and enslaves the elements to control their power. Duelists beware, Synn will stop at nothing to achieve supremacy, and devours half of your Soul upon being summoned.
[/SPOILER]
[img]http://yugico.com/customcard/25972.jpg[/img]
[SPOILER Effect: 'Synn - Dark Enslaver of the Elements']

There can only be 1 "Synn - Dark Enslaver of the Elements" on the field at a time. This card can be Special Summoned (from your hand) by returning 1 or more monsters of different attributes from your Graveyard to your Deck and paying half your Life Points. Then, activate any number of the following effects based on the attribute(s) of the returned monster(s):
•Earth: Destroy 1 Face-Up card on the field.
•Water: Banish 1 card in your Deck.
•Fire: Banish 1 card in either player's Graveyard.
•Wind: Your opponent returns 1 in card in his/her hand to the top of his/her Deck.
[/SPOILER]
[/SPOILER]

[SPOILER The Elemental Powers[color=#ff0000] *NEW*[/color]]
In the conflict, each element swore itself to faction. Although there is still resistance, these generals represent each element. But beware, in the war betrayals are frequent: Each general has the power to call upon another elemental general, but of the enemy faction. But the factions do not have a choice but rely on these fickle warlords: only by harnessing their power do they have a chance to achieve supremacy.

[SPOILER WATER]
Masters at the art of magic, WATER elemental warriors have the power to release the souls of the banished. Naturally just and lawful, most WATER elementals have allied with the LIGHT.
[/SPOILER]
[img]http://yugico.com/customcard/26245.jpg[/img]
[SPOILER Effect: 'Paladin of the Blinding Snow']
[left][color=#000000][font=Verdana, Geneva, sans-serif][size=3]While this card is in your Graveyard: It is also treated as a LIGHT monster. If your opponent Special Summons: You can Special Summon this card from your Graveyard. If this card is Special Summoned successfully: You can return 1 Banished monster to your Graveyard to return this card to your hand (you can only activate this effect of "Paladin of Blinding Snow" once per turn). You can discard this card in your hand: Special Summon 1 FIRE monster in your Graveyard.[/size][/font][/color][/left]

[/SPOILER]

[SPOILER FIRE]
Powerful sorcerers, FIRE elementals have the power to damn the souls of the dead to eternal Banishment and torment. Naturally destructive, most FIRE elementals ally with the DARK.
[/SPOILER]
[img]http://yugico.com/customcard/26251.jpg[/img]
[SPOILER Effect: 'Warrior of Shadowed Flames']
[left]While this card is in your Graveyard: It is also treated as a DARK monster. If you Special Summon a DARK monster: You can Special Summon this card from your Graveyard. If this card is Special Summoned: You can Banish 1 card in either players graveyard to add this card to your hand (you can only activate this effect of "Warrior of Shadowed Flames" once per turn). You can discard this card in your hand: Special Summon 1 EARTH monster from your Graveyard.[/left]

[/SPOILER]


[SPOILER EARTH]
Valiant warriors or ferocious beasts, EARTH elementals have the power to place their enemies in a more vulnerable position or place their allies in a more defensible one. Generally loyal as stone, EARTH elementals ally with the LIGHT.
[/SPOILER]
[img]http://yugico.com/customcard/26281.jpg[/img]
[SPOILER Effect: 'Knight of the Valiant Stone']
[left][color=#000000][font=Verdana, Geneva, sans-serif][size=3]While this card is in your Graveyard: It is also treated as a LIGHT monster. If your opponent Draws a card(s) (except during the Draw Phase): You can Special Summon this card from your Graveyard. If this card is Special Summoned successfully: You can flip 1 Face-Up Monster into Face-Down Defense Position to return this card to you hand (you can only activate this effect of "Knight of the Valiant Stone" once per turn). You can discard this card in your hand: Special Summon 1 WIND monster in your Graveyard.[/size][/font][/color][/left]

[/SPOILER]


[SPOILER WIND]
Terrible dragons or furious hunters, WIND elementals have the power to torture their prey or ready their allies for the Hunt. Enjoying their preys agony and terror, WIND elementals have allied with the DARK.
[/SPOILER]
[img]http://yugico.com/customcard/26266.jpg[/img]
[SPOILER Effect: 'Lord of Darksworn Hunters']
[left][color=#000000][font=Verdana, Geneva, sans-serif][size=3]While this card is in your Graveyard: It is also treated as a DARK monster. If you draw a card(s) (except during your Draw Phase): You can Special Summon this card from your Graveyard. If this card is Special Summoned successfully: You can flip 1 Face-Down Monster into Face-Up Attack Position to return this card to your hand (you can only activate this effect of "Lord of Darksworn Hunters" once per turn). You can discard this card in your hand: Special Summon 1 WATER monster in your Graveyard.[/size][/font][/color][/left]

[left][color=#000000][font=Verdana, Geneva, sans-serif][size=3][/SPOILER][/size][/font][/color][/left]

[/SPOILER]

Help me with the elementals, I believe those need to be balanced more than the bosses.

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The idea was to extend chaos to the other attributes :S so you think they are UP'd? o.0 I thought they were OP'd. Want me to bump the cost of the first down to "increase your opponents Life Points by half?" That way it would also more closely be the opposite of the 2nd one. And I have playtested these and in the right deck they can be VERY deadly.

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Ok, I have done it, also I have made the Dark destroy face-ups (because those are Lighter... and Dark destroys Light) and Light destroys face-downs (because those are Darker, and Light destroys Dark.)

Also, I am still worried about these being OP'd. I mean, they have no card advantage cost to summoning them, have 3000 atk, and can blow 2 cards on summoning (one in hand one in field) as well as the other effects. Don't you think that is sorta crazy, even for half your life points?

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Ok, I am adding some more cards right now, it is a slightly insane loop of 4 cards of each attribute. What I tried to do is make them not dead if drawn, but making them at their best when in the Graveyard. Only problem is, I am afraid I am helping Empty Jar :S although maybe there is worse things I should be worried about. See, you have to be careful when making anything near a loop because it may be broken even if not immediately obvious. So, I really need everybody's help so I dont accidentally mess everything up lol. Anyways, I am putting them up right now, it will take me a while tho because there are 4 and I still have to come up with those "stories" for each.

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[quote name='ragnarok1945' timestamp='1329199887' post='5816175']
nice, they all recycle and search for each other to get onto the field, kind of like the 3 gadget monsters

that where you kind of based the idea off of?
[/quote]

Sorta. I just want to make sure that the powers returning them to the hand are not OP'd.

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I think the valiant stone and the darksworn hunters are op'd for their special summoning ability.your opponent draws every turn.hey.valiant stone is back. you draw every turn. look at that.darksworn hunters is back.both 1800 atk.seems op'd to me.theyre able to be used in any deck as well. cuz theyre far more reliable than treeborn frog.stronger.better effects.usable as tributes.then get them back next turn at a draw.

i do think you should change shadowed flames special summon requirement. the only dark monster you have is synn. the rest are only dark while in the graveyard.not when theyre special summoned to the field.

in synns water ability, why would u banish a card from your own deck?

i think the elementals should be 1700 atkvat most.since theyre all fairly easy to special summon.

one last thing, in all the elemental monsters, you have you can only activate the ability of shadowed flames once per turn. i dont understand the reason for that.

otherwise.these are great cards.youve a great idea.

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[quote name='salseethrough' timestamp='1329237099' post='5816544']
I think the valiant stone and the darksworn hunters are op'd for their special summoning ability.your opponent draws every turn.hey.valiant stone is back. you draw every turn. look at that.darksworn hunters is back.both 1800 atk.seems op'd to me.theyre able to be used in any deck as well. cuz theyre far more reliable than treeborn frog.stronger.better effects.usable as tributes.then get them back next turn at a draw.
[/QUOTE]
Meant to say draw by card effect. Fixing.
[QUOTE]
i do think you should change shadowed flames special summon requirement. the only dark monster you have is synn. the rest are only dark while in the graveyard.not when theyre special summoned to the field.
[/QUOTE]
I know, just because that is the only dark I made in this set, that does not mean it is the only dark a deck using this strategy would run. Yea, but I aggree that special summoning effect is probably the worst. Thinking about it.
[QUOTE]
in synns water ability, why would u banish a card from your own deck?
[/QUOTE]
Necroface, D.D. Scout Plane, to foolish burial when used with the water elemental etc...
[QUOTE]
i think the elementals should be 1700 atkvat most.since theyre all fairly easy to special summon.
[/QUOTE]
hmm, im thinking. I am willing to do this if I find some reason.
[QUOTE]
one last thing, in all the elemental monsters, you have you can only activate the ability of shadowed flames once per turn. i dont understand the reason for that.

otherwise.these are great cards.youve a great idea.
[/quote]

Reason for once per turn:
Set dekoichi and somehow get all 4 in grave. Somehow special summon a dark and/or draw or get them to draw, loop through earth-> water -> air -> fire over and over flipping up and down dekoichi. Draw out your whole deck -> exodia

Edit: oops. They all say shadowed flame :| did not understand your comment. I will fix (they should all say their own card name).

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[quote name='ApalpBumgap' timestamp='1329253238' post='5816869']
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P.S: Nice job on keeping your effect's from missing timing. That makes them so much stronger.

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