Loyalist Posted September 20, 2012 Report Share Posted September 20, 2012 I haven't been on YCM for a while but I've finished creating a new archtype! Please share your criticism, comments and complements on my cards. All feedback appreciated! INFO: The monsters are like a passing storm and are destroyed during the end phase of the turn they are summoned. However, support cards have been made so that you can keep the monsters alive allowing you to activate their powerful effects which results in the storm's growth making it more powerful. I have designed both synchro and XYZ monsters for this archtype however YCM does not let you make XY- *shot*. So I'll post the lores for the XYZs at the end. (SORRY FOR THIS LARGE BLOCK OF TEXT) [spoiler='Monsters'] [img]http://i.imgur.com/Aurfj.jpg[/img] [img]http://i.imgur.com/zE9TL.jpg[/img] Lore:This monster gains 100 ATK for each "Maelstrom knight" you control. This monster is destroyed during the end phase of the turn it was summoned. During each of your standby phases if you control another "Maelstrom knight" you can increase this monster's ATK by 1000 until the end of this turn. (I changed it to "End of this turn" to avoid people from skipping the end phase to give it a permanent ATK boost) [img]http://i.imgur.com/XmFds.jpg[/img] Lore:This monster gains 100 ATK for each "Maelstrom knight" you control. This monster is destroyed during the end phase of the turn it was summoned. During your standby phase you can send 1 Thunder-type monster you control to the graveyard to special summon 1 "Maelstrom knight" monster from your deck. [img]http://i.imgur.com/p3KKK.jpg[/img] [img]http://i.imgur.com/eQccc.jpg[/img] Lore:This monster gains 100 ATK for each "Maelstrom knight" you control. This monster is destroyed during the end phase of the turn it was summoned. During each of your standby phases you can send 1 "Maelstrom knight" monster you control to the graveyard to destroy 1 monster your opponent controls. [img]http://i.imgur.com/U19yW.jpg[/img] Lore:This monster gains 100 ATK for each "Maelstrom knight" you control. This monster is destroyed during the end phase of the turn it was summoned. During each of your standby phases you can send 1 "Maelstrom knight" monster you control to the graveyard to destroy 1 spell or trap card your opponent controls. [img]http://i.imgur.com/Dj9Ww.jpg[/img] Lore: "Maelstrom knight - Cloud" + 1 or more non-tuner monsters When this card is summoned select up to 3 cards your opponent controls: return them to the hand. Your opponent then draws 1 card for each card returned by this effect. This monster is destroyed during the end phase of the turn it was summoned. [img]http://i.imgur.com/HhhDo.jpg[/img] Lore: 1 WIND tuner + 1 LIGHT non-tuner + 1 WATER non-tuner Once per turn you can banish 1 monster from your graveyard to activate the appropriate effect depending on the attribute of the banished monster. WIND - return 1 card your opponent controls to their hand. WATER - Change the battle positions of all monsters your opponent controls LIGHT - inflict 1000 damage to your opponent.[/spoiler] [spoiler='Spells/traps'] [img]http://i.imgur.com/7KsoU.jpg[/img] [img]http://i.imgur.com/Kz33R.jpg[/img] [img]http://i.imgur.com/bN1wa.jpg[/img] [img]http://i.imgur.com/frWJP.jpg[/img][/spoiler] And for those who and to see the XYZ Lores here they are: [spoiler='XYZ monsters']Maelstrom knight - Typhoon Rank 3 WIND Thunder 2 level 3 thunder-type monsters Lore: This monster gains 200 ATK for each xyz material attached to it. When a monster is summoned you can detach any number of xyz materials from this card: Decrease the ATK and DEF of that monster by 500 for each xyz material detached. ATK: 1600 DEF: 1800 Maelstrom knight - Tsunami Rank 3 WATER Thunder 2 level 3 thunder-type monsters Lore: If this monster is selected as an attack target you can detach 1 XYZ material to negate the attack. If this card on the field is destroyed with 2 xyz materials attached to it discard 1 card randomly from your opponent's hand. ATK: 1900 DEF: 1700[/spoiler] Link to comment Share on other sites More sharing options...
Gredious AKA. Solomon409 Posted September 20, 2012 Report Share Posted September 20, 2012 This deck is very intresting. I can love how it has strong effects, yet is balanced by being destroyed during the end phase. The only problem is that you would be next to defenseless, and unless your opponent is either unlucky, and cannot destroy Maelstorm, or is too dumb to. Maybe make your XYZs "permanent"? Link to comment Share on other sites More sharing options...
Loyalist Posted September 20, 2012 Author Report Share Posted September 20, 2012 The XYZs are infact permanent (Not destroyed during end phase if that's what you mean). I guess I should have stated that but thanks for your feedback! Link to comment Share on other sites More sharing options...
Loyalist Posted September 21, 2012 Author Report Share Posted September 21, 2012 Anything else? It took me along time to make these you know :/ Link to comment Share on other sites More sharing options...
Loyalist Posted September 22, 2012 Author Report Share Posted September 22, 2012 My cards seem to be unpopular... Link to comment Share on other sites More sharing options...
Loyalist Posted September 23, 2012 Author Report Share Posted September 23, 2012 *Yawn* I wasted alot of time I think. I guess I'll just make a new set soon.. Link to comment Share on other sites More sharing options...
Galkin Posted September 23, 2012 Report Share Posted September 23, 2012 May I just say in my honest opinions these cards are...weak? In general, the fact they all destroy each other during any End Phase and that their effects happen during your Standby Phase makes them hard to pull off to begin with! Then most of them don't even have good enough ATK to compensate. The only way to avoid destruction is to set them and have your opponent attack them since that doesn't count as summoning, but most have such low DEF they won't make it to the next turn and the fact the game has focused on card destruction instead of battle. So now, lets go to individually: Cloud: Honestly, 1 of the only good card here, but that is still bad because the game has become oriented to effect destruction. Wind: This card SHOULD get a permanent ATK boost, beatsticks have gone a long way down. Lightning: You know what the problem is? You need to get rid of 1 monster to summon 1 monster, so in theory, you get little after making sure he lives a turn. Thunder: Now [b]THIS[/b], is something for pulling off multiple effects to make your troubles worth it. Tidal Wave: Even worse than Lightning because now it's archtype specific. Whirlpool: Read Above. Hurricane: You know, when I first read it, it seemed great, then I read your opponent drew afterwards...seriously, you have to go through some real trouble to summon this card and maintain it, do you really need to have your opponent draw 3? Tempest: How about I just summon Mist Wurm instead? Does what this card does faster and with no cost. Brewing: Good enough, except it skips YOUR End Phase, meaning it won't guarantee survival if you went to summon any of them during your opponent's turn. It also bounces 1 existing monster you ccontrol (that you went through the trouble of keeping on the field) to draw 1 card... Maelstrom: Wind is plain beatsticking...on monsters that can barely battle. Water is ridiculous because that means it is dependent on YOUR opponent having monsters, so what are the odds? Light is [b]BROKEN[/b] [spoiler='Because...'][img]http://images3.wikia.nocookie.net/__cb20100523023521/yugioh/images/thumb/6/6c/WattgiraffeTSHD-EN-SR-1E.png/300px-WattgiraffeTSHD-EN-SR-1E.png[/img][/spoiler] Perfect Storm: Good... Eye: Decent enough, except I hate the fact it doesn't help them pull of their effects. Well, you could synchro into Brio-...(oh wait, he is banned). Typhoon: Better than Shinelf I have to say, but I have to say...how does this help the archtype??? Tsunami: For being so specific, it seems a rather incredibly underwhelming effect(s) Link to comment Share on other sites More sharing options...
Loyalist Posted September 23, 2012 Author Report Share Posted September 23, 2012 [quote name='Galkin' timestamp='1348425004' post='6030406'] May I just say in my honest opinions these cards are...weak? In general, the fact they all destroy each other during any End Phase and that their effects happen during your Standby Phase makes them hard to pull off to begin with! Then most of them don't even have good enough ATK to compensate. The only way to avoid destruction is to set them and have your opponent attack them since that doesn't count as summoning, but most have such low DEF they won't make it to the next turn and the fact the game has focused on card destruction instead of battle. So now, lets go to individually: Cloud: Honestly, 1 of the only good card here, but that is still bad because the game has become oriented to effect destruction. Wind: This card SHOULD get a permanent ATK boost, beatsticks have gone a long way down. Lightning: You know what the problem is? You need to get rid of 1 monster to summon 1 monster, so in theory, you get little after making sure he lives a turn. Thunder: Now [b]THIS[/b], is something for pulling off multiple effects to make your troubles worth it. Tidal Wave: Even worse than Lightning because now it's archtype specific. Whirlpool: Read Above. Hurricane: You know, when I first read it, it seemed great, then I read your opponent drew afterwards...seriously, you have to go through some real trouble to summon this card and maintain it, do you really need to have your opponent draw 3? Tempest: How about I just summon Mist Wurm instead? Does what this card does faster and with no cost. Brewing: Good enough, except it skips YOUR End Phase, meaning it won't guarantee survival if you went to summon any of them during your opponent's turn. It also bounces 1 existing monster you ccontrol (that you went through the trouble of keeping on the field) to draw 1 card... Maelstrom: Wind is plain beatsticking...on monsters that can barely battle. Water is ridiculous because that means it is dependent on YOUR opponent having monsters, so what are the odds? Light is [b]BROKEN[/b] [spoiler='Because...'][img]http://images3.wikia.nocookie.net/__cb20100523023521/yugioh/images/thumb/6/6c/WattgiraffeTSHD-EN-SR-1E.png/300px-WattgiraffeTSHD-EN-SR-1E.png[/img][/spoiler] Perfect Storm: Good... Eye: Decent enough, except I hate the fact it doesn't help them pull of their effects. Well, you could synchro into Brio-...(oh wait, he is banned). Typhoon: Better than Shinelf I have to say, but I have to say...how does this help the archtype??? Tsunami: For being so specific, it seems a rather incredibly underwhelming effect(s) [/quote] Thank you! finally some decent feedback. Yes I haven't really looked into thunder-type monsters like wattgiraff so I didn't realise it was broken. Hurricane I made as a reverse of brionc but harder to maintain (reverse meaning instead of discarding your opponent draws) but I see where your coming from. As for tempest I wanted to make him have alot of ATK at the same time but yes he can be switched with mist wurm easily for the same effect. I can agree with you that the monsters need to be more like thunder as he is one of the better cards and I wanted to make sure cloud would be powerful since he is the tuner and nobody would like the only tuner to be usless. Link to comment Share on other sites More sharing options...
Dragon Emperor Pierce Posted September 23, 2012 Report Share Posted September 23, 2012 Seems interesting. Link to comment Share on other sites More sharing options...
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