Frybread002 Posted May 7, 2012 Report Share Posted May 7, 2012 For very nostagic reasons, I looked upon the YGO Card Uploader and I completely forgotten all the cards that I made and so I decided to upload them again. So incase you are wondering, these cards date back from over 3 years ago, so I'm sure there is no harm in bringing a back a blast from the past. P.S. because it's been a very long while since I last uploaded a card, I appreciate your full honest opinions. MONSTERS:NINJA OF THE SAMURAI --------------------------------------------------------------------- [img]http://img353.imageshack.us/img353/8750/479479.jpg[/img] Ninja of the Samurai - Diego Monster/Effect Wind/4 Stars 1550/550 Warrior/Lore: This card is treated as a "Six Samurai" at all times during a duel. While you control another "Ninja" or "Six Samurai", monster with a different name, once per turn this card can special summon 1 "Ninja" or "Six Samurai" monster from your graveyard. If you use this effect, switch this card to Defense Position, and this card cannot attack on the next turn. If this card were to be destroyed, you can destroy another "Six Samurai" you control instead. [img]http://img707.imageshack.us/img707/6538/479479i.jpg[/img] Ninja of the Samurai - Hikairi Monster/Effect Light/4 Stars 1650/650 Warrior/Lore: This card is treated as an "Six Samurai" at all times durning a duel. While you control another "Ninja" or "Six Samurai" monster with a different name, you can remove from play any monster that battles with this card after the damage step. If you use this effect, switch this card to Defense Position, and this monster cannot declare an attack the next turn. If this card were to be destroyed, you can destroy another or "Six Samurai" monster you control. [img]http://img710.imageshack.us/img710/5568/479479f.jpg[/img] Ninja of the Samurai - Kunoichi Monster/Effect Water/3 Stars 1550/550 Warrior/Lore: This card is treated as a "Six Samurai" at all times during a duel. While you control another face up "Ninja' or "Six Samurai" monster with a different name, you can inflict 1000 points of damage to your opponet. If you use this effect, switch this card to Defense Position. If this card were to be destroyed, you can destroy another "Six Samurai" monster you control instead. [img]http://img357.imageshack.us/img357/8750/479479.jpg[/img] Ninja of the Samurai - Kikkomon Monster/Effect Earth/4 Stars 1750/750 Warrior/Lore: There can only be 1 "Ninja of the Samurai - Kikkomon" on the field at a time. While you control a face up "Ninja" or "Six Samurai" monster with a different name, you can destroy up to 2 monsters on the field. If you use this effect, switch this card to Defense Position, and this card cannot attack on the next turn depending on how many monsters you destroyed with this effect. [img]http://img39.imageshack.us/img39/2642/479479ja.jpg[/img] Ninja of the Samurai - Dekku Monster/Effect Dark/ 3 Stars 1350/350 Warrior/Lore: This card is treated as a "Six Samurai" monster at all times during a duel. While you control a "Ninja" or "Six Samurai" monster with a different name, once per turn this card can destroy 1 spell or trap. If you use this effect, switch this card to Defense Position, and this card cannot attack on the next turn. If this card were to be destroyed, you can destroy another "Six Samurai" monster you control instead. [img]http://img692.imageshack.us/img692/5687/479479s.jpg[/img] Ninja of the Samurai - Ranbu Monster/Effect Fire/ 3 Stars 1050/50 Warrior/Lore: This card is treated as a "Six Samurai" monster during the entire duel. If you control another "Ninja" monster, or "Six Samurai" monster with a different name, once per turn this card can return 1 "Ninja" monster, or "Six Samurai" monster from the field, or graveyard to the hand. If you use this effect, switch this card to defense mode, and this card cannot attack on the next turn. [img]http://img705.imageshack.us/img705/6766/479479ru.jpg[/img] Ninja of the Samurai - Ronin Light/Effect Light/ 10 Stars 2400/3000 Warrior/Lore: While you control a face up "Ninja" or "Six Samurai" monster, you can send this card from the field to the graveyard to special summon 1 monster card from your graveyard, ignoring any, and all summoning conditions. Decrease the atk/def of this card by half at the end of each of your turns. MONSTERS: NINJA HUNTER --------------------------------------------------------------------- [img]http://img708.imageshack.us/img708/9044/479479u.jpg[/img] Ninja Hunter - S'ai Monster/Effect Earth/ 4 Stars 1800/1500 Warrior/Lore: While you control another "Ninja" monster with a different name, once per turn this card is treated as "Battle Ground", but does not gains it's effects. When this card is destroyed, and sent to the graveyard, you can special summon 1 "Ninja" monster from your graveyard, with a different name. [img]http://img196.imageshack.us/img196/8162/479479z.jpg[/img] Ninja Hunter - Yasu Go Monster/Effect Wind/ 4 Stars 1600/1300 Warrior/Lore: While you control another "Ninja" monster with a different name, when card is normal summon succesfully, this card can special summon 1 "Ninja" monster from you hand. When this card is destroyed, and sent to the graveyard, you can special summon 1 "Ninja" monster from your graveyard with a different name. [img]http://img355.imageshack.us/img355/8750/479479.jpg[/img] Ninja Hunter - Axel Monster/Effect Water/ 4 Stars 1500/1200 Warrior/Lore: While you control another "Ninja" monster with a different name, once per turn, increase your Life Points by 500 points for each "Ninja" monster thats special summoned to your side of the field. When this card is destroyed, and sent to the graveyard, you can special summon 1 "Ninja" monster from your graveyard with a different name. [img]http://img360.imageshack.us/img360/8750/479479.jpg[/img] Ninja Hunter - Lozen Monster/Effect Wind/ 3 Stars 1300/1000 Warrior/Lore: While you control another "Ninja" monster with a different name, once per turn this card can negate 1 attack controlled by one of your oponent's monster(s). When this card is destroyed, and sent to the graveyard, you can special summon 1 "Ninja" monster from you graveyard with a different name. SPELLS --------------------------------------------------------------------- [img]http://img714.imageshack.us/img714/110/479479a.jpg[/img] Ninja's Steath Spell/Continuous Lore: When a "Ninja" or "Six Samurai" monster you control is sent from the field to the graveyard, you can apply the following effects: -Add one "Ninja" or "Six Samurai" from your graveyard to your hand with a different name of the destroyed monster. -Add one "Ninja" or "Six Samurai" monster from your deck, to your hand. The deck is then shuffled [img]http://img26.imageshack.us/img26/8282/479479j.jpg[/img] The Kanabo Spell/Equip Lore: Equip only to a "Six Samurai" type monter. It gains 1000 ATK. The equiped monster can twice durning the battle phase. If equiped to a "Ninja of the Samurai" card, the quiped monster's effect that has it considered a "Six Samurai" monster throughout the entire duel is negated, and it loses 1000 ATK. [img]http://img163.imageshack.us/img163/3387/479479c.jpg[/img] Restricted Ninjustsu!!! Spell/Field Lore: As long as this card is on your side of the field, with at least 1 "Ninja of the Samurai" monster on the field, any "Ninja of the Samurai" monster you control does not have to switch to Defense Position after you use their effect(s). [img]http://img97.imageshack.us/img97/6538/479479i.jpg[/img] Releases Ninjustu Spell/Field Lore: You can remove from play 1 "Restricted Ninjustu!!!" and 6 "Ninja of the Samura" monster with different names form the field, or graveyard to apply this effect at all times during a duel. Send 1 "Restricted Ninjustsu!!!" to the graveyard to activate this card. All "Ninja of the Samura" monsters gain 2000 DEF, 500 ATK, can attack if you use their effects (regardless of any other card) and negate the effects that have them switched to Defense Position if you use their effect(s). [img]http://img695.imageshack.us/img695/8451/479479l.jpg[/img] Battle Ground Spell/Field Lore: All "Ninja" monster on your side of the field gain 200ATK and 300DEF. Select 1 "Ninja" monster you control. When the selected monster battles with a non "Ninja" monster, destroy the non "Ninja" monster after the damage step. When this card is destroyed, and sent to the graveyard, you can special summon 1 "Ninja" monster from your graveyard, with a different name. TRAPS --------------------------------------------------------------------- [img]http://img714.imageshack.us/img714/8451/479479l.jpg[/img] The Blind Spot!! Trap/Quick-Play Lore: Switch of all your oponents monsters to Defense Position. For this turn, when one your "Ninja" monsters battle with a card in a Defense Position monster whose DEF is lower than the ATK of that card, inflict the defference as battle damage to your opponent. If a "Ninja" monster you control battles a face down monster, destroy that monster immediately with this effect, without applying damage caculation. [img]http://img718.imageshack.us/img718/6653/479479g.jpg[/img] Ambush! Trap/Continuous Lore: When a monster on your side of the field is destroyed, and sent to the graveyard, apply one of the following effects: --Special summon 1 "Ninja" type monster from either player's graveyard, ignoring any, and all summoning conditions. --Special summon 1 "Ninja" type monster from your hand or deck, ignoring any, and all summoning conditions. [img]http://img6.imageshack.us/img6/8750/479479.jpg[/img] Arsenal! Trap/Continuous Lore: While you contorl a face up "Ninja" or "Six Samurai" monster, apply one of the following effecting -Once per turn, all face up "Ninja" and "Six Samurai" monsters gain 500 atk or 1000 def. Either player can activate this effect. -Once per turn, all face up "Ninja" and "Six Samurai" monsters can attack directly. If you use this effect, you cannot declare an attack on your next turn. Either player can activate this effect.[hr] For very nostagic reasons, I looked upon the YGO Card Uploader and I completely forgotten all the cards that I made and so I decided to upload them again. So incase you are wondering, these cards date back from over 3 years ago, so I'm sure there is no harm in bringing a back a blast from the past. Link to comment Share on other sites More sharing options...
Love of Ghibli Posted May 7, 2012 Report Share Posted May 7, 2012 So for this to be made 3 yrs ago it wasn't broken at the time. Now though this archetype is completely insane and broke thanks to the advent of actual Ninjas and Legendary Six Samurai. That being said on to my honest opinion: I think the first set of monsters should just be re-named Ninja of the Six Samurai. That way they don't need that awkwardly worded disclaimer at the beginning of every card. Second I don't understand the draw back of having to switch defense when none of them are strong enough or have effects good enough to warrant it (well outside of kikkoman). Third I think a lot of the lore is off where some cards should say once during either players turn and such, but those are semantics and no need to be knit picky. Ninja Hunters by default are broken because they are their own spear cretin loop, they will never allow a direct attack because there will always be something on the field. Ninja Stealth the spell card broken because in conjunction with the ninja you plus to much hand advantage and way too much search for not much of a cost. Ambush and Arsenal are equally broke because like I said before the existing ninja's and six samurai would abuse them WAY too much. It was a nice read though for a collection of cards that are 3 years old. Link to comment Share on other sites More sharing options...
Frybread002 Posted May 7, 2012 Author Report Share Posted May 7, 2012 [quote name='Beginning446' timestamp='1336400659' post='5934295'] So for this to be made 3 yrs ago it wasn't broken at the time. Now though this archetype is completely insane and broke thanks to the advent of actual Ninjas and Legendary Six Samurai. That being said on to my honest opinion: I think the first set of monsters should just be re-named Ninja of the Six Samurai. That way they don't need that awkwardly worded disclaimer at the beginning of every card. Second I don't understand the draw back of having to switch defense when none of them are strong enough or have effects good enough to warrant it (well outside of kikkoman). Third I think a lot of the lore is off where some cards should say once during either players turn and such, but those are semantics and no need to be knit picky. Ninja Hunters by default are broken because they are their own spear cretin loop, they will never allow a direct attack because there will always be something on the field. Ninja Stealth the spell card broken because in conjunction with the ninja you plus to much hand advantage and way too much search for not much of a cost. Ambush and Arsenal are equally broke because like I said before the existing ninja's and six samurai would abuse them WAY too much. It was a nice read though for a collection of cards that are 3 years old. [/quote] Really? The Six Samurai are broken now!? I'll be honest, my Six Samurai deck still consists of the original six and the only recent Six Samurai card I got, was Enishi. But aside from my geekieness: As I said in the opening statement, I don't anything about the new Six Samurai cards, so I stuck to my original Six Samurai deck and made sure I was able to get the most out of them. Now, since it was three years since I made them, I am starting to find the old cards that I created and now I am seeing that there was more to this archtype. In any case, when I try to remember the reasoning behind the creation, I built these cards in favor of a defensive deck. If you notice, all of them are more geared to buffer and stagger the opponent. The Ninja of the Samurai are the "Deterence" and simply create small diversions to stall the opponent from using their massive combos. So due to their high defensive capabilities, I made a drawback so they are terrible at offensive. So to counter their weakness, I created the Ninja Hunters in order to keep a Ninja on the field at all times. Does that make any sense? Cuz...after three years of neglect, I actually forgot the exact reasons why I created them, so when I look back on them, I can only make a wild guess as to why I created them. P.S. I sincerely thank you for posting your opinions, as the only thing that I do remember, is when I created these cards, there wasn't any real "Ninja" themed decks. Link to comment Share on other sites More sharing options...
Love of Ghibli Posted May 8, 2012 Report Share Posted May 8, 2012 Six Samurai are not broken they are just..very consistent and Ninja's have a great lock. That being said Legendary Six Samurai Shi-En and Ninja Grand Master Hanzo would take too much advantage of your cards. Its almost tragic. Link to comment Share on other sites More sharing options...
Frybread002 Posted May 8, 2012 Author Report Share Posted May 8, 2012 [quote name='Beginning446' timestamp='1336470506' post='5934998'] Six Samurai are not broken they are just..very consistent and Ninja's have a great lock. That being said Legendary Six Samurai Shi-En and Ninja Grand Master Hanzo would take too much advantage of your cards. Its almost tragic. [/quote] Again man, I seriously don't know any about the Six Samurai these days. Link to comment Share on other sites More sharing options...
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