Stan Alda Posted August 9, 2012 Report Share Posted August 9, 2012 Remember when I did this a year ago and got about 6000 views? That was great. Now they're back, and different than they were before. Can they survive in this new age of Xyzs? Now, I'm fascinated by the concepts of stellar remnants: the...things that remain after a star collapses. The reason I said "things" is that stellar remnants are just plain weird. White dwarfs are simply compacted stars, but stars entirely made of neutrons, or even quarks? Black holes? Starquakes? Scary stuff. So, it's only natural to apply dense astrophysics to childrens' card games! Hence the "Supernova Remnant" set/archetype. This very small set is composed of various asterisms (star-like objects) that form in the wake of a dying star. All of the "Supernova Remnants" cannot be removed from the field by any battle or effects (except, in the case of White Dwarf, its own), take no damage from battle, but can't attack...at least, not under normal conditions. A new addition for this version are the "Mr. 'Remnants'", a set of weaker, offense-oriented versions of the full-blown SRs. They can be Special Summoned if their associated SR is already on the field, but you can Normal Summon them as well. They also make perfect tributes for "Monster Supernova". They're currently in an alpha stage, so for the love of God, COMMENT! [b][i]PROS[/i][/b] Strong wall/lockdown Small number of cards in the set makes them manageable Virtually impossible to remove from the field [b][i]CONS:[/i][/b] Weak offense Most cards' effects require opponent to attack them (unless you use "Starquake") Virtually impossible to remove from the field when you're done with them Effects don't quite jive with traditional Psychic strategy Even with ATK/DEF, negation cards are a major weakness [i][b]SUGGESTED STRATEGY:[/b][/i] Since they negate attacks made against them, these can effectively render a traditional beatdown impossible. But despite the small number of cards, their effects are almost purely defensive. Their ATK/DEF is almost cursory, and is only meant to give them some defense against their greatest weakness--effect-negating cards. With the exception of "Neutron Pulsar", they have no directly offensive effects, so make sure to have some sort of strong offense to supplement them. In addition, they are all Psychic monsters, so Psychic support is a must. All but "Quark Star" are Ritual Monsters, so obviously Ritual Support is also necessary. The "Mr." cards provide a little more firepower, but their ATK is low for their level; the strongest, "Mr. Holimoli", is a Level 8 but has only 2500 ATK. [i][b]SUGGESTED COUNTERS:[/b][/i] The best way to counter the "Supernova Remnants" is to from being summoned in the first place. "Monster Supernova" is just an ordinary Ritual Spell card, so any anti-Spell will work. Of course, if your opponent already has one on the field, you'll have a bit of a poser. Aside from the included anti card "Hawking Radiation", they cannot be removed from the field by conventional means. Therefore, you'll need to work around their powerful defensive effects. Negation cards like "Skill Drain" are the best way to do it, but unlike the previous version, these things have some ATK and DEF (previously, they had 0 ATK/DEF), so they're not completely defenseless. If you don't have any negation cards (which you probably will given the current meta), prepare for a long and grueling duel... [spoiler=Main Cards] [i][b]Monster Supernova[/b][/i] [img]http://i.imgur.com/hVdOS.jpg[/img] SPELL/Ritual This card is used to Ritual Summon any "Supernova Remnant" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Level equal the Level of the Ritual Monster you are attempting to Ritual Summon. [i][b]Obviously, you'll need this for an SR deck.[/b][/i] [i][b]Supernova Remnant: White Dwarf[/b][/i] [img]http://i.imgur.com/w7ZaS.jpg[/img] LIGHT Lvl 7 Psychic/Ritual/Effect This card can only be Ritual Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by battle or Card Effects. All battle damage inflicted by battles involving this card is reduced to 0. Each time a Monster is Summoned or taken control and is placed in one of the Monster Card Zones adjacent to this card, put 1 Spell Counter on it. By tributing this card with 3 Spell Counters on it: Special Summon 1 "Supernova Remnant Neutron Pulsar" from your hand or Deck. 0/0 [i][b]This card is not very useful on its own; it's meant to be an easier, albeit slower method of getting "Neutron Pulsar", and by extension "Quark Star".[/b][/i] [i][b]Supernova Remnant: Neutron Pulsar[/b][/i] [img]http://i.imgur.com/QWWYr.jpg[/img] LIGHT Lvl 9 Psychic/Ritual/Effect 2300/2300 [i][b]This is the only directly offensive monster in this set. Its effect can render the Monster Zone opposite it unusable half the time. Use "Stellar Kinematics" (under Support/Anti) to aim it, and "Starquake" (under Support/Anti) to boost its firepower.[/b][/i] [i][b]Supernova Remnant: Quark Star[/b][/i] [img]http://i.imgur.com/mlcsx.jpg[/img] DIVINE Lvl 10 Psychic/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Supernova Remnant: Neutron Star" you control. This card cannot attack and cannot be removed from the field by battle or Card Effects. If this card is attacked, the attacking monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as this card. All battle damage inflicted by battles involving this card are reduced to 0. 0/0 [i][b]This is undoubtedly the weirdest card in the set. This basically turns the attacking card into another "Quark Star", thus shutting down their offense (especially if they focus on a single big beatstick). The primary problem is that your opponent also has an extremely strong wall on their side of the field, and so you'll be fighting against one of your own cards in that respect. For this reason, you always should keep a counter-"Supernova Remnant" card in your deck, preferably "Hawking Radiation" (under Support/Anti). Also, DIVINE.[/b][/i] [i][b]Supernova Remnant: Black Hole[/b][/i] [img]http://i.imgur.com/wUIoB.jpg[/img] DARK Lvl 12 Psychic/Ritual/Effect This card can only be Ritual Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by battle or Card Effects. All battle damage inflicted by battles involving this card is reduced to 0. Monster Card zones at both sides of this card cannot be used. If this card is attacked, banish the attacking monster without applying damage calculation. Any monster destroyed by battle or by card effects is banished instead of being sent to the Graveyard. 2800/2800 [i][b]While its first effect is rather simple (think D.D. Warrior), the second makes destruction effects much more risky for both players. If you focus on this card, you'll absolutely need Monster Supernova, as none of the other cards can offer themselves for this monster. In addition, Starquake does not mention this card, so its effects are entirely passive.[/b][/i][/spoiler] [spoiler=Mr. "Remnant"s] [i][b]Mr. Blancmijit[/b][/i] [img]http://i.imgur.com/UZlhx.jpg[/img] LIGHT Level 5 Psychic/Effect This monster can be Special Summoned from your hand if there is a face-up "Supernova Remnant White Dwarf" on your side of the field. Increase this monster's ATK and DEF by 500 for each face-up monster adjacent to this card. 1400/1400 [b][i]This thing's more powerful than most Level 5s...in ideal circumstances. Swarming isn't exactly associated with SRs, but "Stellar Kinematics" can move monsters next to this guy. Move this adjacent to "White Dwarf" and you'll buff both monsters.[/i][/b] [b][i]Mr. Emissiobeem[/i][/b] [img]http://i.imgur.com/Auvqn.jpg[/img] LIGHT Level 6 Psychic/Effect This monster can be Special Summoned from your hand if there is a face-up "Supernova Remnant Neutron Pulsar" on your side of the field. When this monster destroys a monster in battle, destroy any cards in the Spell Card Zone behind that monster. 2000/2000 [i][b]An attack and an MST all in one!...unless your opponent has Silver Sentinel. If your opponent has enough Traps at their disposal, they can make up for the loss.[/b][/i] [b][i]Mr. Strangley[/i][/b] [img]http://i.imgur.com/zHVZ2.jpg[/img] DIVINE Level 7 Psychic/Effect This monster can only be Special Summoned if there is a "Supernova Remnant Quark Star" on your side of the field. Once per turn, during your Main Phase, you can discard 1 card from your hand to destroy 1 monster on your opponent's side of the field. Special Summon 1 "Strangelet Token" (Psychic-Type/DIVINE/Level 1/ATK 500/Def 500) in that monster's Monster Card Zone. You cannot activate card effects in response to this effect. 2200/2200 [i][b]More transmogrification and more DIVINE; what more could you want? The last clause is intended to prevent you from setting up some stupid Chain to salt the wound.[/b][/i] [i][b]Mr. Holimoli[/b][/i] [img]http://i.imgur.com/JW632.jpg[/img] DARK Level 8 Psychic/Effect This monster can be Special Summoned from your hand if there is a "Supernova Remnant Black Hole" on your side of the field. Monsters this card destroys in battle are banished to your Banished Pile instead of being sent to the Graveyard. When this would be destroyed by battle or a card effect, banish this card instead. 2500/2500 [i][b]It's a bigger, meaner D.D. Warrior--with a twist. The banished monsters go to YOUR Banished Pile, allowing you to dredge them up for your own diabolical purposes...assuming you have Banish-revival support.[/b][/i][/spoiler] [spoiler=Support/Anti] [i][b]Starquake[/b][/i] [img]http://i.imgur.com/0iUec.jpg[/img] SPELL Activate this card only if you control at least 1 "Supernova Remnant" monster. Pay 1000 Life Points and activate 1 of these effects: --If you control at least 1 "Supernova Remnant White Dwarf", destroy 1 monster with more than 2000 ATK or DEF on your opponent's side of the field and place 1 Spell Counter on "Supernova Remnant White Dwarf". --If you control at least 1 "Supernova Remnant Neutron Pulsar", destroy 1 monster on your opponent's side of the field. If there is a Spell or Trap card on your opponent's side of the field in the same column as the destroyed monster, destroy that card. If not, inflict 1000 damage to your opponent's Life Points. --If you control at least 1 "Supernova Remnant Quark Star" select 1 monster on your opponent's side of the field. The selected monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as "Supernova Remnant: Quark Star". [i][b]This gives SRs some actual offense. Make sure to have this, especially if you focus on Neutron Pulsar. Be very careful with Quark Star, however; don't go creating Quark Stars on your opponent's side of the field willy-nilly. Also note that this card does not work with Black Hole.[/b][/i] [i][b]Stellar Kinematics[/b][/i] [img]http://i.imgur.com/pgqvV.jpg[/img] SPELL Move 1 monster on your side of the field to an adjacent unoccupied Monster Card Zone. [i][b]This extremely simple card could theoretically fit into a lot of decks as a staple, but here it's used to "aim" Neutron Pulsar.[/b][/i] [i][b]Hawking Radiation[/b][/i] [img]http://i.imgur.com/WckXU.jpg[/img] TRAP Target 1 "Supernova Remnant" monster; equip this card to that target. Inflict 500 damage to the Life Points of the equipped card's controller during their Standby Phase. After 3 turns have passed (counting the turn you activate this card as the 1st turn), during the End phase of your turn, banish the equipped monster. [i][b]This is one of only two cards specifically made to counter SRs. Always have at least one of these if you run Quark Star; if you don't, both players could have impenetrable walls of their fields, grinding the game to a halt.[/b][/i] [i][b]Big Crunch[/b][/i] [img]http://i.imgur.com/rMZ4c.jpg[/img] SPELL You can only activate this card when there is at least 1 "Supernova Remnant" monster and at least 1 Level or Rank 7 monster on the field. Negate the effects of all "Supernova Remnants" on the field. Destroy all cards on the field. Both players must skip their next respective Battle Phases. [i][b]Is Hawking Radiation not good enough for you? Wipe the slate clean with this nuke! If your opponent summoned an SR to counter one of your boss monsters, use this and try to re-summon your boss, or summon something else entirely.[/b][/i] [/spoiler] Link to comment Share on other sites More sharing options...
Stan Alda Posted August 9, 2012 Author Report Share Posted August 9, 2012 Huh. So my original (slowly) got 6000 views, and this has gotten none. The hell? What am I, chopped liver? Link to comment Share on other sites More sharing options...
Stan Alda Posted September 17, 2012 Author Report Share Posted September 17, 2012 Is it a necrobump if I added more cards? I added some new monsters, the "Mr. [Remnant]"s, which are designed as extra offensive support and/or Ritual fodder. Link to comment Share on other sites More sharing options...
Stan Alda Posted September 18, 2012 Author Report Share Posted September 18, 2012 I absolutely refuse to give up on this set! I finished up "Mr. Blancmijit" and fixed some OCG on the other "Mr." cards. Link to comment Share on other sites More sharing options...
Stan Alda Posted September 18, 2012 Author Report Share Posted September 18, 2012 Added another anti-SR card, "Big Crunch". I'm getting pretty irritated about the lack of comments now. 91 views and not one comment? For shame! Link to comment Share on other sites More sharing options...
Stan Alda Posted September 19, 2012 Author Report Share Posted September 19, 2012 112 views and not a single comment. This is just plain rude. Link to comment Share on other sites More sharing options...
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