BFG Studios Posted March 13, 2012 Report Share Posted March 13, 2012 [spoiler=Forthright Jolt Knight] [img]http://i1206.photobucket.com/albums/bb455/BFGstudios/4235.jpg[/img] Lore [b]Once per turn: Target 1 Monster Card (in your hand); discard the target and flip a coin. Increase this card's ATK by the target's ATK (Heads) or DEF (Tails) until the End Phase. You can halve this card's ATK; this card can attack your opponent directly. If you attack directly with this effect: Switch this card into Defense Position.[/b] [/spoiler] [spoiler=Operation: Array] [img]http://i1206.photobucket.com/albums/bb455/BFGstudios/4356.jpg[/img] Lore [b]Activate only when each player controls at least 1 monster. Place counters on this card equal to the number of unoccupied Monster Card Zones (from both players' fields). Your monsters gain ATK equal to the number of counters on this card x 200. Destroy this card after a number of your turns equal to half the amount of counters originally placed on this card (round up).[/b] [/spoiler] [spoiler=Operation: Genesis] [img]http://i1206.photobucket.com/albums/bb455/BFGstudios/567.jpg[/img] Lore [b]Activate only when your opponent would inflict damage to you. Destroy all monsters you control; roll 1 six-sided die. If the result is 1 to 5: Special Summon the resulted number of "Genesis Tokens" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. If the result is a 6: Take double the amount of damage you would have received.[/b] [/spoiler] I havent made cards in a long time for me, so i thought i'd try to come back with more cards. The spell and trap cards are adding onto my previous set of the Operation's cards. --- all of these cards take up some sort of [b]resource[/b], which i find interesting to use a lot. The monster card uses a[b] coin[/b] and a [b]monster card[/b] to determine how well it'll do on the battlefield that turn. however, I can already see it not lasting long on the field, and would like some feedback on how to help that situation. what i was thinking is having the ATK not decrease until after your opponent's turn, but i just left it as is for now. The spell card is based on[b] monsters[/b] (or lack-there-of) and uses [b]Counters[/b]. they are unspecific for more possible support. I was thinking of having this card be a Trap Card, but left it as a spell. what do you think? The trap is a [b]dice-roller[/b], and the number acquired is what will create[b] tokens[/b]! --- Hopefully you enjoy the cards, I know i liked making them again, and [b]any [/b]feedback is very well appreciated. Link to comment Share on other sites More sharing options...
BFG Studios Posted March 14, 2012 Author Report Share Posted March 14, 2012 well i can tell im coming back with a lot of results lol im just gunna bump Link to comment Share on other sites More sharing options...
Partangle the Candle Jangler Posted March 14, 2012 Report Share Posted March 14, 2012 Forthright Jolt Knight is a bit....meh. I don't see where you'd use it much (I initially thought "Dark Worlds of course!" but it's EARTH so no) and yeah.... Since I'm not sure....Sorry for being useless and unhelpful, I'll leave now. *gets coat* Goodbye..... Link to comment Share on other sites More sharing options...
BFG Studios Posted March 15, 2012 Author Report Share Posted March 15, 2012 it's not useless. at this point, any information is helpful, which i thank you for with the info you gave, despite how little you may think it is. thanks anyway Link to comment Share on other sites More sharing options...
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