Oking cole Posted July 20, 2012 Report Share Posted July 20, 2012 These cards are ment to be standard and vanilla nothing too special about them just a standerd group of cards to have in a deck that said i hope you like them helpfull comments appreciated [img]http://i.imgur.com/onQQn.jpg[/img] [img]http://i.imgur.com/HphNz.jpg[/img] [img]http://i.imgur.com/TvVRN.jpg[/img] [img]http://i.imgur.com/qD5Es.jpg[/img] [img]http://i.imgur.com/W03by.jpg[/img] When this card is summoned to the feild you may pay 1000 life points to disable all trap and magic cards on the feild while this card remains on the feild Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 20, 2012 Report Share Posted July 20, 2012 Monster Unbirth: That should either be a Quick-play Spell or a Counter Trap, not a Counter Spell. It should probably be a Counter Trap. It would be much nicer if it didn't activate only if the monster was Special Summoned by a Spell card though. War Skull: As a DARK Fiend with only 1800 ATK, it is completely outclassed by Archfiend Soldier. However, if you made it a Zombie (it looks like it should be one), it would be the strongest Normal Zombie in the game. Bunyip: It counts as interesting for being the only Normal WATER Beast in the game, but statistically, it could be much better. 500 ATK points more and it would be much better than it is now. Aqua Lord Golem: Being Level 9 cuts off a bunch of support it would have if it were Level 8 instead, but it [i]is[/i] a monster that technically has 3500 ATK. It's difficult to get this guy on the field, but WATER Decks would have way too much extra power with a "+1000 ATK" monster in it. As in Brionac has 3300 ATK now. Make it Level 8, change the boost to 500, and think of giving him an effect that would let him Special Summon himself, with the proper prerequisites so he doesn't become a broken 3k beater. Link to comment Share on other sites More sharing options...
Oking cole Posted July 20, 2012 Author Report Share Posted July 20, 2012 Thanks for the help i would correct them but i cant send the fixed version to image shak so ill fix them when i can Link to comment Share on other sites More sharing options...
Oking cole Posted July 21, 2012 Author Report Share Posted July 21, 2012 Ok fixed them sorry it took so long hope there better Link to comment Share on other sites More sharing options...
Oking cole Posted July 22, 2012 Author Report Share Posted July 22, 2012 Added a new card hope you like any improvements allways help Link to comment Share on other sites More sharing options...
Zelfore Posted July 22, 2012 Report Share Posted July 22, 2012 Monster Unbirth - You worded that wrong. It sounds like you're talking about destroying the Spell Card. And obviously there's no such thing as a Counter Spell. War Skull - Yep. That's definitely a vanilla. Bunyip - Other than the Beast part, it's weaker Frostasaurus. Aqua Lord Golem - That is some epic OP right there. 1000 is a high, high atk bonus. This would be annoying in a WATER if it wasn't a 2 sacrifice. So yeah, okay, but hardly original. Arcane Bandit - That's not funny. You don't make a card that just, permanently disable cards on the field. That is not a balanced card. You can make it for as long as he's on the field, sure; but for the rest of the duel? No. So yeah, these cards could be better. You'll soon learn that anything as simple as a power-up effect, just isn't interesting. Good luck, and keep improving! Link to comment Share on other sites More sharing options...
Oking cole Posted July 22, 2012 Author Report Share Posted July 22, 2012 Yeah i was going to make arcane bandit disable the cards only when it was on the feild but i thought becouse of its low attack it would make it underpowerd but ill fix it oh and i forgot to change unbirth from counter in the last suggestion ill fix itFIXED hope there better now also im thinking wether to keep making vanilla cards or to make some sort of set im pen for suggestions:D Link to comment Share on other sites More sharing options...
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