Loyalist Posted July 29, 2012 Report Share Posted July 29, 2012 I have made a new archtype. Sand moth support! [img]http://images3.wikia.nocookie.net/__cb20080115192451/yugioh/images/thumb/0/05/SandMothDR04-EN-R.png/300px-SandMothDR04-EN-R.png[/img] Lore: When this face-down Defense Position card is destroyed and sent to the Graveyard, except by battle, switch the original ATK and DEF of this card, and Special Summon it. So I thought I would make an archtype that would match this effect and play style (None off the pictures belong to me and are from google images and deviantART). [spoiler='Monsters'][img]http://i.imgur.com/eccpu.jpg[/img] Lore: When this monster is destroyed as a result of battle you can pay 500 life points special summon this card from your graveyard during the end phase. This card counts as 2 tributes for the tribute summon of a "Sand" monster. [img]http://i.imgur.com/1yj76.jpg[/img] Lore: You can special summon this card (from your hand) while you control at least 1 face-down defence position monster. When this card is special summoned you can destroy 1 face-down defence position monster you control to have this monster gain ATK and DEF equal to that monsters ATK and DEF switched. [img]http://i.imgur.com/liDSs.jpg[/img] Lore: When this face-down defence position monster is destroyed and sent to the graveyard except as a result of battle you can add this card to your hand instead of sending it to the graveyard. [img]http://i.imgur.com/9xK6d.jpg[/img] Lore: You can set this card from your hand without tributes while you control 2 or more "Sand" monsters. While this monster is face-up on the field the ATK and DEF of all monsters on your opponent's side of the field are switched. [img]http://i.imgur.com/QS4uN.jpg[/img] Lore: When this face-down defence position monster is destroyed and sent to the graveyard except as a result of battle you can flip all monsters on the field into face-down defence position. If there are no monsters on the field when you activate this effect special summon this card in face-down defence position. [img]http://i.imgur.com/WKa2V.jpg[/img] Lore: Flip: when this face-down defence position monster is flipped due to an attack and is destroyed by battle this turn special summon it from the graveyard in face-up attack position on your side of the field with its ATK and DEF switched.[/spoiler] [spoiler='Spells'][img]http://i.imgur.com/Y700B.jpg[/img] Lore: Increase the ATK and DEF of all "Sand" monsters on the field by 400. Each time a "Sand" monster is special summoned from the graveyard inflict 500 damage to your opponent. When this card destroyed by your opponent's card effect skip their next battle phase. [img]http://i.imgur.com/Y9V72.jpg[/img] Lore:Destroy all face-down defence position monsters on your side of the field. then send 1 card from your opponent's hand or field to the graveyard.[/spoiler] [spoiler='Traps'][img]http://i.imgur.com/PV6Vx.jpg[/img] Lore: During each of your end phases you can destroy 1 face-down defence position monster you control to destroy 1 monster your opponent controls. [img]http://i.imgur.com/qAexU.jpg[/img] Lore:Activate only when you control 1 or more face-down defence position monster. when a Spell/Trap Card is activated: destroy 1 face-down defence position monster you control; negate the activation and destroy it.[/spoiler] Link to comment Share on other sites More sharing options...
Winged Kuriboh lv10000 Posted July 29, 2012 Report Share Posted July 29, 2012 euh currently i'm triing to do cards and, like you my pic come from google and deviantart Link to comment Share on other sites More sharing options...
Loyalist Posted July 29, 2012 Author Report Share Posted July 29, 2012 Well that is where alot of people get them from but its so hard finding good pictures that way Link to comment Share on other sites More sharing options...
Winged Kuriboh lv10000 Posted July 29, 2012 Report Share Posted July 29, 2012 you're right i begun searching this morning and i found nothing ;( Link to comment Share on other sites More sharing options...
Loyalist Posted July 29, 2012 Author Report Share Posted July 29, 2012 Well if you tell me what kind of images you want I can help search for some Anyway has anyone got any comments about my archtype? Link to comment Share on other sites More sharing options...
Loyalist Posted July 29, 2012 Author Report Share Posted July 29, 2012 Anyone? Nothing to say at all? Come on it cant be that dull and balanced. Link to comment Share on other sites More sharing options...
Loyalist Posted July 30, 2012 Author Report Share Posted July 30, 2012 Really? No feedback? Link to comment Share on other sites More sharing options...
marquispullie Posted July 30, 2012 Report Share Posted July 30, 2012 sand king seems like a super crashbug. useful when staring down a big monster with little def, but not really much use afterward. other than that, good idea! Link to comment Share on other sites More sharing options...
pure.awesomeness Posted August 4, 2012 Report Share Posted August 4, 2012 These are probably the best cards ive seen so far on YCM. Fitting Artwork, no obvious errors in card lore, balanced, and work well. 10/10 Link to comment Share on other sites More sharing options...
Aerion Brightflame Posted August 5, 2012 Report Share Posted August 5, 2012 Time to run through the archetype on card at a time. Becuase, well i have nothing better to do, and helping people is a nice feeling. Regenerating Sand: Is fine, if under powered. Seeing as, being a 2 tributer doesn't make a big difference in most decks. And its low stats means it just constant combat fodder. Even with the burn effects of the field spell, its not that great. Sand Dragon: So its a potential dead draw, that can become a maximum 2100 attack. again, it seems under powered, even combined with Sand Moth. Since... it can't really run much stuff over. However, it does open up some high rank Xyz if you wanted. Sand Guard: I think the wording is off, becuase as it stands, it goes into the grave before its effect can activate. Meaning, nothing happens. Change it to, add this card to your hand instead of the second part. Umm. I mostly see this being a Sand Dragon fodder, and not a huge amount else. SO again UP, even when combined with the spells and traps. Sand King: If it works like i think it works, its OP. As you can set it without tributing the reduce attack to 0 doesn't exist. You get a free 3k attacker. Book of tayoui anyone? For changes... i don't hugely know. i think it should be summon without tribute, if you control two face down monsters. Sand Tiger: It is quite fun as a stall. Particualarly against Inzectors. I think its my favourite card of the Archetype. And, i think its fine, aside from possible exodia or empty Jar abuse, but they have book of the eclipse already. Sand worm: Fine. Sorry for being so brief, but it really is. Can hit quite high with the field spell, and is a one use only really. Endless Sands: Is fine until you hit the last effect... Decks that don't use Sand monster will use this, becuase it is abusable. Mermails and Atlanteans, can tech this, simply becuase Brinoac combos, where Atlanteans kill a card on your opponensts field, whislt skipping you opponents battle phase by bouncing this back to the hand to be reused. And so on, and so on, and so on. This thing can't be heavy stormed either, not without its effect being triggered. For the changes, make it destroyed by your opponents card effect. The reasons why are clear above. Unforgiving Sands: NOOOOOO. That is field clearance for no cost. And worse, its SEND not destroy meaning it is very hard to stop. Whilst you are never going to get more than about 3 face downs. If you combine this with Book of the eclipse to reset all your effects, you could special summon a lot of power monsters, and send 3 cards of your opponents to the grave for no cost. Lots of +1 and +2. I would say just destroy one, and you choose which card to send of your opponents. As it stands, players can possibly escape lightly from this. Sand Spikes: Wierdly isn't OP, becuase it would onyl last about a turn. meaning its not a massive amount of gain. If it lasted for a while, and you could constantly provide fodder then it becomes horrid. But at the moment, its fine. Wrath of the desert: Should have to destroy a monster to negate. Add the clause, only activate if you control a set monster. and remove the last part of the effect. As it stands, its a very, very, very free S/T negate. Even benifiting you for doing so. Which is wrong. though other examples of it exist i think. Overall... i think it lacks a win condition. An archetype should have an aim. A goal it drives toowards to win. At the moment... i dont see one. Which is a shame. you have UP effect, OP effects, and fine card, but no real aim for them Link to comment Share on other sites More sharing options...
Loyalist Posted August 5, 2012 Author Report Share Posted August 5, 2012 [quote name='HiveNet' timestamp='1344125745' post='5997623'] Time to run through the archetype on card at a time. Becuase, well i have nothing better to do, and helping people is a nice feeling. Regenerating Sand: Is fine, if under powered. Seeing as, being a 2 tributer doesn't make a big difference in most decks. And its low stats means it just constant combat fodder. Even with the burn effects of the field spell, its not that great. Sand Dragon: So its a potential dead draw, that can become a maximum 2100 attack. again, it seems under powered, even combined with Sand Moth. Since... it can't really run much stuff over. However, it does open up some high rank Xyz if you wanted. Sand Guard: I think the wording is off, becuase as it stands, it goes into the grave before its effect can activate. Meaning, nothing happens. Change it to, add this card to your hand instead of the second part. Umm. I mostly see this being a Sand Dragon fodder, and not a huge amount else. SO again UP, even when combined with the spells and traps. Sand King: If it works like i think it works, its OP. As you can set it without tributing the reduce attack to 0 doesn't exist. You get a free 3k attacker. Book of tayoui anyone? For changes... i don't hugely know. i think it should be summon without tribute, if you control two face down monsters. Sand Tiger: It is quite fun as a stall. Particualarly against Inzectors. I think its my favourite card of the Archetype. And, i think its fine, aside from possible exodia or empty Jar abuse, but they have book of the eclipse already. Sand worm: Fine. Sorry for being so brief, but it really is. Can hit quite high with the field spell, and is a one use only really. Endless Sands: Is fine until you hit the last effect... Decks that don't use Sand monster will use this, becuase it is abusable. Mermails and Atlanteans, can tech this, simply becuase Brinoac combos, where Atlanteans kill a card on your opponensts field, whislt skipping you opponents battle phase by bouncing this back to the hand to be reused. And so on, and so on, and so on. This thing can't be heavy stormed either, not without its effect being triggered. For the changes, make it destroyed by your opponents card effect. The reasons why are clear above. Unforgiving Sands: NOOOOOO. That is field clearance for no cost. And worse, its SEND not destroy meaning it is very hard to stop. Whilst you are never going to get more than about 3 face downs. If you combine this with Book of the eclipse to reset all your effects, you could special summon a lot of power monsters, and send 3 cards of your opponents to the grave for no cost. Lots of +1 and +2. I would say just destroy one, and you choose which card to send of your opponents. As it stands, players can possibly escape lightly from this. Sand Spikes: Wierdly isn't OP, becuase it would onyl last about a turn. meaning its not a massive amount of gain. If it lasted for a while, and you could constantly provide fodder then it becomes horrid. But at the moment, its fine. Wrath of the desert: Should have to destroy a monster to negate. Add the clause, only activate if you control a set monster. and remove the last part of the effect. As it stands, its a very, very, very free S/T negate. Even benifiting you for doing so. Which is wrong. though other examples of it exist i think. Overall... i think it lacks a win condition. An archetype should have an aim. A goal it drives toowards to win. At the moment... i dont see one. Which is a shame. you have UP effect, OP effects, and fine card, but no real aim for them [/quote] Ok thanks for your feedback I'll make appropriate changes. Also I did have some xyz monster Ideas which proved to work on the duel portal very well with sand dragon's effect as you mentioned however YCM still needs to have xy*shot* jk [quote name='pure.awesomeness' timestamp='1344123874' post='5997598'] These are probably the best cards ive seen so far on YCM. Fitting Artwork, no obvious errors in card lore, balanced, and work well. 10/10 [/quote] Thank you finding the images was hard :/ Link to comment Share on other sites More sharing options...
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