Valkyrus Posted April 19, 2012 Report Share Posted April 19, 2012 [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodsep.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodimmor.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodberka.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodsmolar.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodxiuma.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodspiri.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodcanal.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/ccg.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodmb.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodrumble.jpg[/img] [img]http://i207.photobucket.com/albums/bb278/mario1092/cherodsabot.jpg[/img] Since there are a lot of archetypes which like to equip monsters to other monsters- Dragunity, Vylon, Inzektors etc. I thought it would be a good idea to make an archetype that lets you equip spells and traps to your monsters. I realize its incomplete and might be inconsistent but that's why I'm posting it. Give me suggestion, fixes, ideas for more cards, your opinions overall. (as long as everything is contructive and useful). so yeah, love/hate/rate/suggest/fix/etc. Link to comment Share on other sites More sharing options...
Inferno I20 Posted April 19, 2012 Report Share Posted April 19, 2012 I can never understand why people dont say anything after viewing something good I wish the cards were a little smaller but the archetype is very good. I like the idea of equipping random spell/traps not just equip cards. The gives leverage to use other cards not included in the archetype. I think Rebound force is a little overpowered but its not that bad. Sabotage included to some extent Link to comment Share on other sites More sharing options...
Valkyrus Posted April 19, 2012 Author Report Share Posted April 19, 2012 [quote name='Inferno I20' timestamp='1334845692' post='5918879'] I can never understand why people dont say anything after viewing something good I wish the cards were a little smaller but the archetype is very good. I like the idea of equipping random spell/traps not just equip cards. The gives leverage to use other cards not included in the archetype. I think Rebound force is a little overpowered but its not that bad. Sabotage included to some extent [/quote] Thanks, glad you think they're good ^^ (I just found quite a bit OCG mistakes I did because of hurrying though..) While Rebound Force might seem like that, I thought it was okay for a couple of reasons: > it has a requirement for its activation > it's exclusive to the archetype. > not many cards in the archetype can destroy other cards with their effects > more flexible but less threatening than mirror force but it really may be a bit much.. About Sabotage though, I don't think it could be OP'd. It's just like an archetype exclusive Solemn Warning with a requirement for activation and a situational additional effect. Another card like that is Divine Punishment (although it's the opposite- it negates everything except summons). There are others too. Link to comment Share on other sites More sharing options...
Inferno I20 Posted April 19, 2012 Report Share Posted April 19, 2012 Well yeah rebound force is exclusive but destroying up to 2 and having another optional effect may be too much. Instead of destroy 2 monsters you can have it banish 1 monster that you can select. That way instead of being a mini-mirror force it can be a better dimensional prison The situational effect of sabotage is kind of ok. I dont know I always try to think what would happen if these cards are real. the solemn trio plus sabotage would equal major lock down Link to comment Share on other sites More sharing options...
Valkyrus Posted April 20, 2012 Author Report Share Posted April 20, 2012 [quote name='Inferno I20' timestamp='1334864454' post='5919086'] Well yeah rebound force is exclusive but destroying up to 2 and having another optional effect may be too much. Instead of destroy 2 monsters you can have it banish 1 monster that you can select. That way instead of being a mini-mirror force it can be a better dimensional prison The situational effect of sabotage is kind of ok. I dont know I always try to think what would happen if these cards are real. the solemn trio plus sabotage would equal major lock down [/quote] maybe you're right, but I'd like some more opinions before changing anything ^^ Link to comment Share on other sites More sharing options...
Valkyrus Posted April 20, 2012 Author Report Share Posted April 20, 2012 bump Link to comment Share on other sites More sharing options...
Valkyrus Posted April 20, 2012 Author Report Share Posted April 20, 2012 bump Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted April 20, 2012 Report Share Posted April 20, 2012 The archetype looks promising. I'll leave a review later though, as of now I'm on my IPad and won't be able to do such a review as I would if I were on my computer. Link to comment Share on other sites More sharing options...
Valkyrus Posted April 21, 2012 Author Report Share Posted April 21, 2012 [quote name='Anbu-of-Sand' timestamp='1334962311' post='5920302'] The archetype looks promising. I'll leave a review later though, as of now I'm on my IPad and won't be able to do such a review as I would if I were on my computer. [/quote] Thanks, I'll be waiting for it ^^ Link to comment Share on other sites More sharing options...
Valkyrus Posted April 21, 2012 Author Report Share Posted April 21, 2012 bump Link to comment Share on other sites More sharing options...
Valkyrus Posted April 21, 2012 Author Report Share Posted April 21, 2012 ...bump Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted April 22, 2012 Report Share Posted April 22, 2012 [b]Cherodei Sepianoza[/b] Should be hand [i]or [/i]Graveyard to start off. Being able to practically recycle your Spells and Traps for this card as Equip Cards that practically have an effect to increase this card's ATK by 200 is quite nice indeed. The final effect I can see only as of now as a use to recycle the cards you have just put from the Graveyard back to your hand (recycling Limited cards such as Monster Reborn seems to be where this shines the most). I'm not really sure how it has great DEF but then can get great ATK power as well; I think it should one or the other to be quite honest with you. If you want though, perhaps boost it's ATK to perhaps 2300-2400 and then just make it 100 per Equipped Card ? Other than that I'd say it's a pretty good card, and shows quite promise that the rest of the Archetype will be just as good. [b]Cherodei Immora[/b] Another Level 8 eh? This seems like the Deck could work pretty well with Trade-In as of now (then again I'm not so sure if discarding your Level 8's is what you want, I am still just on the second card). -Reads first part of effect- ....I guess it is. Trade In > Ditch > Revive for a 2200 Wall and on top of that +2 cards to your hand. It has a lesser equip effect then the above, but seems to be based around on returning that single card to your hand whenever this card would be destroyed by a card effect. However, there are a few things I suggest you fix. To start off, I think it'd be nice if you could be able to return this to your hand if Immora either gets destroyed through battle or card effect (that's option 1), OR have it so when Immora would be removed from the field, you can return the equipped card to your hand instead. This way the card can either make for a one-time wall that lets you retrieve your equipped card, or a two-time wall where you can return the equipped card to your hand the first time this would be removed from the field, and then the second time your opponent will have to waste either another attack or another card. If you think option two is a bit powerful since it even triggers if it gets banished or bounced, then perhaps make it just destroyed as well. I think adding one of these two things would make the card a whole lot better. That's it for now I'll post some more reviews later on. Link to comment Share on other sites More sharing options...
Mr. guy Posted April 22, 2012 Report Share Posted April 22, 2012 I like the archetype a lot as it is unique and original, it makes great tech as well as a deck on its own. You should however add more that add equipped spell/traps back to the hand, perhaps 1 four star that does that once per turn. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted April 22, 2012 Report Share Posted April 22, 2012 [b]Cherodei Berka[/b] The self Summoning effect I can only assume is easy enough. It signifies me the Archetype will have lots of Continuous Spells / Traps (or at least a good amount of them) in order to get this out. Even then; I can also assume this means you can use the other Cherodei's and their equipped cards to this cards bidding. It's main effect seems quite interesting. It makes me think the Archetype should run a hefty amount of Spells and / or Traps in order to have this have a good chance at running over monsters with ease; even then you're getting a free draw. What I like about this card is that it seems it can and cannot be the main card you can revolve the Archetype / Deck around. Sure you have those boss monsters, but it feels like that if you wanted too you can fill up your Deck with a fair amount of Spells and Traps that are staples, fit the Archetype, and can search on this card, and constantly use this card's effect to run over your opponent's monsters; or at the least get a buttload of draws. [b]Cherodei Berka[/b] For the first sentence you can simply say 1 "Cherodei"[i]card. [/i]The effect is nice since one of your boss monsters can recycle a buttload of those Spells / Traps you just ditched. However, it's other effect seems to 'contradict' it's first. You should be able to equip one of those card's that this card ditched to the Graveyard, not a completely other one. Making it a 1900 beater on top also seems to be a bit much. 1800 would be just fine; 1850 if you want to push it just a smidge. Link to comment Share on other sites More sharing options...
Valkyrus Posted April 23, 2012 Author Report Share Posted April 23, 2012 [quote name='Anbu-of-Sand' timestamp='1335055738' post='5921626'] [b]Cherodei Berka[/b] The self Summoning effect I can only assume is easy enough. It signifies me the Archetype will have lots of Continuous Spells / Traps (or at least a good amount of them) in order to get this out. Even then; I can also assume this means you can use the other Cherodei's and their equipped cards to this cards bidding. It's main effect seems quite interesting. It makes me think the Archetype should run a hefty amount of Spells and / or Traps in order to have this have a good chance at running over monsters with ease; even then you're getting a free draw. What I like about this card is that it seems it can and cannot be the main card you can revolve the Archetype / Deck around. Sure you have those boss monsters, but it feels like that if you wanted too you can fill up your Deck with a fair amount of Spells and Traps that are staples, fit the Archetype, and can search on this card, and constantly use this card's effect to run over your opponent's monsters; or at the least get a buttload of draws. [b]Cherodei Berka[/b] For the first sentence you can simply say 1 "Cherodei"[i]card. [/i]The effect is nice since one of your boss monsters can recycle a buttload of those Spells / Traps you just ditched. However, it's other effect seems to 'contradict' it's first. You should be able to equip one of those card's that this card ditched to the Graveyard, not a completely other one. Making it a 1900 beater on top also seems to be a bit much. 1800 would be just fine; 1850 if you want to push it just a smidge. [/quote] Thanks for all the feedback ^^ Now for Cherodei Berka, I haven't thought about putting any continuous spell/trap cards in the archetype at all. His Special Summon would be used mainly by sending 1 card equipped to a "Cherodei" monster by some of their own effects to the Graveyard. I also tried to design this archetype so that certain cards could even be tech'ed in other decks as well. For Smolaria (which is what I guess you meant the second card was), I guess you're right, 1900 ATK and that effect does make it a bit too much. For what you suggested on Immora though, I'm not really sure, since that could be easily abused. Recycling Spell and Trap cards could be a very powerful thing. I'm almost sure that even with the archetype as it is, there could exist a loop that might make it all too broken. So I tried not to make Immora too powerful. I tried to balance defense against Battle (2200 DEF) with defense against card effects (the returning spell/trap to hand). About Sepianoza though, I don't know, I don't think 2800 DEF is too much. Considering she can boost herself up to 3200 ATK though, I guess you could be right. I will probably lower the DEF instead. I'm also thinking of making another card, a quickplay spell: "Cherodei Sniper" Send 1 card in your Spell & Trap Card Zone to the Graveyard; destroy 1 card on the field and inflict 1000 damage to its controller. (or that could be a remade version of "Cherodei Burst" since Burst might be too situational and a bit underpowered.) Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted April 23, 2012 Report Share Posted April 23, 2012 [quote name='Gandorator' timestamp='1335181712' post='5923244'] Thanks for all the feedback ^^ Now for Cherodei Berka, I haven't thought about putting any continuous spell/trap cards in the archetype at all. His Special Summon would be used mainly by sending 1 card equipped to a "Cherodei" monster by some of their own effects to the Graveyard. [b]That's also true, but Continuous Spells / Traps wouldn't hurt; especially ones that give you some sort of + when it's sent to the Graveyard (or perhaps removed from the field) through one of your Cherodei's effects.[/b] For Smolaria (which is what I guess you meant the second card was), I guess you're right, 1900 ATK and that effect does make it a bit too much. [b]Yeah, my bad on the misname. Like I suggest though, perhaps making it 1800 would be more reasonable.[/b] For what you suggested on Immora though, I'm not really sure, since that could be easily abused. Recycling Spell and Trap cards could be a very powerful thing. I'm almost sure that even with the archetype as it is, there could exist a loop that might make it all too broken. So I tried not to make Immora too powerful. I tried to balance defense against Battle (2200 DEF) with defense against card effects (the returning spell/trap to hand). [b]To be honest though, their probably won't be any ground breaking loop as of now for just returning a single card back to the hand (well, it depends on the card; I haven't seen the Archetypes Spells or Traps yet). Even then, as of now it's a tad situational. Since it has 2200 DEF, you'll just want to make the opponent run over it so you don't get that + if they destroy it via effect. At the least you can do it so you get the equipped card when this card is destroyed in general.[/b] About Sepianoza though, I don't know, I don't think 2800 DEF is too much. Considering she can boost herself up to 3200 ATK though, I guess you could be right. I will probably lower the DEF instead. [b]Good to hear. I suggest either a flat 2000, or if you want it so it still stands a chance while in DEF, 2400.[/b] I'm also thinking of making another card, a quickplay spell: "Cherodei Sniper" Send 1 card in your Spell & Trap Card Zone to the Graveyard; destroy 1 card on the field and inflict 1000 damage to its controller. (or that could be a remade version of "Cherodei Burst" since Burst might be too situational and a bit underpowered.) [/quote] That new idea as of now I'm not sure how well it'd work (note I haven't read Cherodei Burst yet). Sending a Spell or Trap to the Graveyard makes sense with the Archetype, but destroying a card and dealing 1000 damage seems that you would always want to do that part to your opponent (unless I missed something that makes it a + when you destroy your own card and deal 1000 to yourself, besides y'know, Immora with it's destruction triggered effect; even then it only triggers on your opponent's effect). I suggest removing the 1000 damage and leaving it at that, or perhaps you send the Card, pop a card, and then ___ a card. Possibly draw ? If that seems overpowered by any means then just make it so you can only activate one Cherodei Sniper per turn. Link to comment Share on other sites More sharing options...
Valkyrus Posted April 25, 2012 Author Report Share Posted April 25, 2012 bump Link to comment Share on other sites More sharing options...
rotfl Posted April 25, 2012 Report Share Posted April 25, 2012 these cards are really good, but i gotta ask where did you get the pictures?? Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted April 25, 2012 Report Share Posted April 25, 2012 [b]Cherodei Xiuma[/b] Makes for simple searching and can be a possible great beatstick. Seems like it'd be best for later on in the game once you get your bigger monsters that can get those Spells and Traps onto the field well, onto the field. However, after looking at this single card; I've noticed a slight problem with the Archetype; it seems a bit [i]too [/i]reliant on Spells and Traps. Sure you'll have your backrow flooded with cards that may seem unusable, but are actually going to help your Archetype a buttload; but then that leaves no room for you to set things like your Solemns, Fiendish-Chains, etc. etc. (but then again it may not be needed once I see this Archetypes Spells / Traps). Also; what does this mean when it comes to the M : S : T Ratios ? Run a bunch of Spells and Traps your willing to dump, or run the big boss monsters that can (easily) abuse said Spells and Traps? Just thought I'd point that out. [b]Cherodei Spirida[/b] The card can easily dump a Spell / Trap in the Graveyard which can be then used for later purposes. The card itself can make for easy dumping and later on getting out one of your main boss monsters; Sepianoza from your Deck. This can essentially give Sepianoza 5 Spells / Traps (which means 1000 extra ATK) to work with; not too bad. This also shows me that the Deck can be chosen to be heavily around getting Sepianoza out ASAP and not just mish-mashing all these cards together. More reviews to come~[quote name='rotfl' timestamp='1335395894' post='5925321'] these cards are really good, but i gotta ask where did you get the pictures?? [/quote] I believe he draws them himself and then colors them in which I can assume would be something like Photoshop. Link to comment Share on other sites More sharing options...
Valkyrus Posted April 26, 2012 Author Report Share Posted April 26, 2012 [quote name='Anbu-of-Sand' timestamp='1335395925' post='5925322'] [b]Cherodei Xiuma[/b] Makes for simple searching and can be a possible great beatstick. Seems like it'd be best for later on in the game once you get your bigger monsters that can get those Spells and Traps onto the field well, onto the field. However, after looking at this single card; I've noticed a slight problem with the Archetype; it seems a bit [i]too [/i]reliant on Spells and Traps. Sure you'll have your backrow flooded with cards that may seem unusable, but are actually going to help your Archetype a buttload; but then that leaves no room for you to set things like your Solemns, Fiendish-Chains, etc. etc. (but then again it may not be needed once I see this Archetypes Spells / Traps). Also; what does this mean when it comes to the M : S : T Ratios ? Run a bunch of Spells and Traps your willing to dump, or run the big boss monsters that can (easily) abuse said Spells and Traps? Just thought I'd point that out. [b]Cherodei Spirida[/b] The card can easily dump a Spell / Trap in the Graveyard which can be then used for later purposes. The card itself can make for easy dumping and later on getting out one of your main boss monsters; Sepianoza from your Deck. This can essentially give Sepianoza 5 Spells / Traps (which means 1000 extra ATK) to work with; not too bad. This also shows me that the Deck can be chosen to be heavily around getting Sepianoza out ASAP and not just mish-mashing all these cards together. More reviews to come~ I believe he draws them himself and then colors them in which I can assume would be something like Photoshop. [/quote] No no no no no no I haven't drawn any of these. However I edited all the backgrounds on them so they are all similar. Now about the cards: the deck is more reliant on recycling Spells and Traps, and some of the Spells and Traps themselves help bring out Cherodei Monsters. So the ratio wouldn't be more different than any normal deck's. There still would be place for your staples too though. Since the Cherodei Spells are recyclable and searchable you don't need too many copies of them. And for Sepianoza, she can equip as many spells/traps as you want, they don't need to be many. And usually, you would return 1 in your hand for her effect and send 1 or more to the Graveyard to Special Summon Cherodei Berka for example. But it's true I need to make more cards that benefit from the many equips on the field and more ways to dump Cherodei monsters to the Graveyard for cards such as Berka and Immora to use their effects to the fullest. ^^ Thanks for all the feedback so far Link to comment Share on other sites More sharing options...
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