Max Darkness Posted July 1, 2012 Report Share Posted July 1, 2012 [center]The general idea of these cards is to eliminate some of the weaknesses of Spirit Decks, while giving them more options for use. [b]Sarutohiko[/b] was formed from the general lack of high-Level Rock monsters, and the fact that Spirits (despite sometimes being top-heavy Decks) have no constant drawing effects. [b]Huang[/b] is a searcher for the two cards beneath it, and is an example of a 'Normal' Spirit Monster, having no on-field effect except for the self-bounce and Summoning Conditions. [b]Shangdi-Tian[/b] is a counterpart to "Mausoleum of the Emperor" designed to take advantage of the hand advantage the larger Spirit Monsters grant, while [b]Takama-no-Hara[/b] gets around Spirit Monster conditions while giving you a way to protect yourself if your monsters bounce themselves. Finally, [b]Fenghuang's Bounty[/b] is a simple way to recoup any monsters lost to your opponent.[/center] [center]Enjoy.[/center] [center][IMG]http://i50.tinypic.com/okc3g6.png[/IMG][/center] [center][b]Effect:[/b] Cannot be Special Summoned. During each of your End Phases: Return this Attack Position card to the hand, unless it battled an opponent's monster during that turn's Battle Phase. In that case, you can change this card's effect to reveal 1 Spirit Monster in your hand: Draw 2 cards. This card cannot be destroyed by battle.[/center] [center][IMG]http://i47.tinypic.com/8vrhvk.png[/IMG][/center] [center][b]Effect:[/b] Cannot be Special Summoned. During the End Phase of the turn this card was Normal Summoned or flipped face-up: Return this card to the hand. You can send this card from your hand to the Graveyard: Target 1 "Shangdi-Tian" or "Takama-no-Hara" in your Deck or Graveyard; Add that target to your hand.[/center] [center][IMG]http://i47.tinypic.com/xt2y1.png[/IMG][/center] [center][b]Effect:[/b] You can Normal Summon or Set Spirit Monsters without Tributing, by sending a number of Spirit Monsters from your hand to the Graveyard equal to the number of monsters needed for the Tribute Summon/Set.[/center] [center][IMG]http://i45.tinypic.com/ve916b.png[/IMG][/center] [center][b]Effect:[/b] While you control a Spirit Monster: This card cannot be destroyed. Once per turn, during your Main Phase, if you control no monsters: You can place 1 Level 4 or lower Spirit Monster on your side of the field (from your hand). If you place a monster with this card's effect: During your opponent's next Battle Phase; You can negate the attack of 1 monster your opponent controls.[/center] [center][IMG]http://i45.tinypic.com/1g14di.png[/IMG][/center] [center][b]Effect:[/b] Target 1 Spirit Monster in your Graveyard: Add that target to your hand, and if you do, draw 1 card.[/center] Link to comment Share on other sites More sharing options...
Ren✧ Posted July 1, 2012 Report Share Posted July 1, 2012 @Sarutahiko: I love this card. The pic is perfect for a Spirit monster. The idea that it won't be returned to the hand if it is in Defense Position is a great idea, as well as negating the hand return through battle. Spirits obviously needed some draw power, and you have delivered. I have one question though, Is the effect change permanent or just for the turn? It seems it would be OP'ed if it were permanent. @Huang: I think this card's ATK is pushing it just slightly, but maybe the fact it is returned to the hand makes up for it. I am a bit shaky on that aspect of the card. It's a good searcher and after reading its effect I felt that it would be a card like Zeradias, Herald of Heaven, but then I realized that the cards it searched for weren't field spells . Anyway, besides maybe lowering the ATK a bit(I wouldn't lower it past 1950 thought) this card is another puzzle piece that was missing from the Spirit Deck jigsaw. @Spell card with Japanese-ish name: Just what high leveled Spirits needed. I am getting tired of you making cards that don't need to be changed, can't you make a mistake once and awhile? lol. @Trap card with long, japanese name: Because you are avoiding cards like Warning and Judgment, along with the common weakness of returning spirits to the hand, with this card's effect, I think the added effect of negating an attack makes the card a bit OP'ed,but my inexperience with Spirits might be making me say this... @A spell card with a pronounceable name(finally): More draw power, and a grave searcher. Enough said. All and all these cards are top notch, as is to expected from you. Great job! Link to comment Share on other sites More sharing options...
Max Darkness Posted July 1, 2012 Author Report Share Posted July 1, 2012 [quote name='~Renegade~' timestamp='1341176881' post='5964985'] @Sarutahiko: I love this card. The pic is perfect for a Spirit monster. The idea that it won't be returned to the hand if it is in Defense Position is a great idea, as well as negating the hand return through battle. Spirits obviously needed some draw power, and you have delivered. I have one question though, Is the effect change permanent or just for the turn? It seems it would be OP'ed if it were permanent. [/quote] It has the possibility to change during all of your turns. In essence, you get a continuous effect balanced out by the fact that it always may return itself to the hand during the End Phase. And if you try to avoid that by switching it to Defense Position, you don't get the chance to activate the drawing effect. [quote name='~Renegade~' timestamp='1341176881' post='5964985'] @Huang: I think this card's ATK is pushing it just slightly, but maybe the fact it is returned to the hand makes up for it. I am a bit shaky on that aspect of the card. It's a good searcher and after reading its effect I felt that it would be a card like Zeradias, Herald of Heaven, but then I realized that the cards it searched for weren't field spells . Anyway, besides maybe lowering the ATK a bit(I wouldn't lower it past 1950 thought) this card is another puzzle piece that was missing from the Spirit Deck jigsaw. [/quote] My reasoning for the 2100 ATK is that with "Gogogo Golem" (2000/0) being released; an Effect Monster with no drawbacks along with "Tardy Orc" (2200/0), another Effect Monster with little restrictions; the Spirit Monster conditions are actually quite restrictive in comparison. I did also want a way for Spirits to be able to come back from a disadvantage by springing a monster with more ATK than most. And I did base the effect on those of the Field Searchers, but with the lack of any DEF, and the Spirit conditions, I felt that a self-destruct effect would make it underpowered. [quote name='~Renegade~' timestamp='1341176881' post='5964985'] @Spell card with Japanese-ish name: Just what high leveled Spirits needed. I am getting tired of you making cards that don't need to be changed, can't you make a mistake once and awhile? lol. [/quote] Hehe. [quote name='~Renegade~' timestamp='1341176881' post='5964985'] @Trap card with long, japanese name: Because you are avoiding cards like Warning and Judgment, along with the common weakness of returning spirits to the hand, with this card's effect, I think the added effect of negating an attack makes the card a bit OP'ed,but my inexperience with Spirits might be making me say this... [/quote] My reasoning is this: With Special Summons being locked out for Spirits, they need another way to keep up other archetypes/Decks. Placing, although slower than swarming, bypasses the common defenses used by most Decks, thus restoring the balance. And since loss of field presence/advantage is common for a Spirit Deck that lost its support during a turn, you need a way to protect your Life Points while you restore your field. [quote name='~Renegade~' timestamp='1341176881' post='5964985'] All and all these cards are top notch, as is to expected from you. Great job! [/quote] Thanks for commenting. Link to comment Share on other sites More sharing options...
Ren✧ Posted July 1, 2012 Report Share Posted July 1, 2012 [quote name='Max Darkness' timestamp='1341179090' post='5964996'] It has the possibility to change during all of your turns. In essence, you get a continuous effect balanced out by the fact that it always may return itself to the hand during the End Phase. And if you try to avoid that by switching it to Defense Position, you don't get the chance to activate the drawing effect. My reasoning for the 2100 ATK is that with "Gogogo [s]Golem[/s][b](Giant)[/b]" (2000/0) being released; an Effect Monster with no drawbacks along with "Tardy Orc" (2200/0), another Effect Monster with little restrictions; the Spirit Monster conditions are actually quite restrictive in comparison. I did also want a way for Spirits to be able to come back from a disadvantage by springing a monster with more ATK than most. And I did base the effect on those of the Field Searchers, but with the lack of any DEF, and the Spirit conditions, I felt that a self-destruct effect would make it underpowered. Hehe. My reasoning is this: With Special Summons being locked out for Spirits, they need another way to keep up other archetypes/Decks. Placing, although slower than swarming, bypasses the common defenses used by most Decks, thus restoring the balance. And since loss of field presence/advantage is common for a Spirit Deck that lost its support during a turn, you need a way to protect your Life Points while you restore your field. Thanks for commenting. [/quote] Seems as if you have a reasonable answer for everything. Anyway, like I said nice cards can't wait to see some more. Link to comment Share on other sites More sharing options...
Max Darkness Posted July 3, 2012 Author Report Share Posted July 3, 2012 [quote name='~Renegade~' timestamp='1341184504' post='5965038'] Seems as if you have a reasonable answer for everything. Anyway, like I said nice cards can't wait to see some more. [/quote] I'll keep working. Link to comment Share on other sites More sharing options...
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