D.A._Sakuyamon Posted September 30, 2012 Report Share Posted September 30, 2012 [center][size=5][b][color=#EE82EE]The Ventiles[/color][/b][/size][/center] [center][spoiler=Info][size=5][b]The Ventiles are a group of steampunk based machines. All of them have fairly low strength wise but are powerful in that they can almost completely avoid attacks. They can destroy themselves or allies to unleash very powerful effects. There one weakness though is that none are able to stop your opponent from destroying them. [/b][/size][/spoiler][/center] [center][spoiler= 01:Ventile Golem][/center] [center][img]http://i.imgur.com/dnPbR.jpg[/img] [spoiler=Effect]If this card is selected as an Attack Target: Place 1 Vent Counter on this card (max. 2) and negate the attack. Once per turn, you can remove 1 Vent Counter from this card: Destroy 1 card you control and draw 1 card. If this card is destroyed by the effect of a "Ventile" monster; destroy cards on your opponents side of the field equal to the amount of Vent Counters on this card.[/spoiler][/spoiler][/center] [spoiler=02:Ventile Clocker] [center][img]http://i.imgur.com/9AV1r.jpg[/img] [spoiler=Effect]This card cannot be Special Summoned. This card cannot be added to the hand except by drawing it. If this card is selected as an Attack Target: Place 1 Vent Counter on this card (max. 2) and negate the attack. Once per turn, you can remove 1 Vent Counter from this card: Destroy 1 card you control and your opponent skips their next Draw Phase. If this card is destroyed by the effect of another "Ventile" monster; During your next Draw Phase, draw cards equal to the number of Vent Counters on this card in addition to your normal draw.[/spoiler][/spoiler][/center] [center][spoiler=03:Ventile Derailer][/center] [center][img]http://i.imgur.com/xLv6L.jpg[/img] [spoiler=Effect]You can Special Summon this card from your Hand by destroying 3 "Ventile" monsters you control. This card gains 400 ATK/Def for every Vent Counter on this card (max. 10). Once per turn you can destroy a "Ventile" monster you control and add Vent Counter(s) to this card equal to the number of Vent Counter(s) on the destroyed card.[/spoiler][/spoiler][/center] [center][spoiler=04:Vent Controller][/center] [center][img]http://i.imgur.com/VB8NI.jpg[/img] [/spoiler][/center] [center][spoiler=05:Vent Tower][/center] [center][img]http://i.imgur.com/Bp91V.jpg[/img][/center] [center][/spoiler][/center] [center][spoiler=06:Ventile Tinkerer][/center] [center][img]http://i.imgur.com/FXMG2.jpg[/img][/center] [center][spoiler=Effect]If this card is selected as an Attack Target: Place 1 "Vent" Counter on this card and negate the attack. There can only be 3 "Vent" Counters on this card. Once per turn you can remove 1 Vent Counter from this card: Destroy 1 card you control and add 1 "Vent" Spell card from your graveyard to your hand it can not be activated the this turn. If this card is destroyed by the effect of another "Ventile" monster; Select cards in your graveyard equal to the number of Vent Counter(s) on this card, add them to the deck and then shuffle.[/spoiler][/spoiler][/center] [center][spoiler=07:Ventile Pipeline][/center] [center][img]http://i.imgur.com/qdIc9.jpg[/img][/center] [center][spoiler=Effect][/center] [center]If this card is selected as an Attack Target: Place 1 Vent Counter on this card and negate the attack. There can only be 4 Vent Counters on this card. Twice per turn you can remove 1 "Vent" Counter from this card: Destroy 1 card you control and Special Summon 1 level 3 or lower "Ventile" monster from the graveyard: Then place 1 "Vent" Counter on it.[/center] [center][/spoiler][/spoiler] [center][spoiler=*NEW*08: Ventile Colosem][/center] [center][img]http://i.imgur.com/TEbvf.jpg[/img][/center] [center][spoiler=Effect]This card cannot be Normal Summoned. You can Special Summon this card from your Hand by destroying all "Ventile" monsters you control. For every "Ventile" monster that was destroyed by this effect: add 1 Vent Counter to this card. Once per turn: you can remove 1 Vent Counter from this card; Destroy 1 card you control and search your deck for 1 "Ventile" monster: Add it to your hand then shuffle the Deck.[/spoiler][/spoiler][/center] [center][Spoiler=*NEW*09: Ventile Sailor][/center] [center][img]http://i.imgur.com/JDDg2.jpg[/img][/center] [center][spoiler=Effect]This card cannot be destroyed by battle. During the End Phase of every turn: switch control of this card to your opponent. If the owner of this card is not in control of it; It is changed to Attack position, cannot change it's position and must attack is able.[/spoiler][/spoiler][/center] Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted September 30, 2012 Author Report Share Posted September 30, 2012 Bump, 1 new card added. Edit: 2 new cards. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted October 1, 2012 Author Report Share Posted October 1, 2012 Bumb 3 new cards. Please comment. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 2, 2012 Report Share Posted October 2, 2012 [quote name='♥ D.A._Endermen ♥' timestamp='1348977927' post='6034956'] [center][spoiler= 01:Ventile Golem][/center] [center][img]http://i.imgur.com/Iqrbo.jpg[/img] [spoiler=Effect][b][color=#a52a2a]If this card is selected as an Attack Target: Place 1 Vent Counter on this card (max. 2) and negate the attack. Once per turn, you can remove 1 "Vent" Counter from this card: Destroy 1 card you control and draw 1 card. If this card is destroyed by the effect of a "Ventile" monster; destroy cards on your opponents side of the field equal to the amount of Vent Counters on this card.[/color][/b][/center] [center][color=#000000][i][b]Pseudo Utopia like effect with a nomi +1/+2 effect. Relatively decent, except for the fact that this card is a complete Machine Dupe target so you can now negate up to a potential 9 attacks (if your opponent REALLY doesn't want you to get those +s effects) and that can pose a challenge. However it's completely vulnerable to removal by compulsory, Stardust Dragon negation, etc. Making it a Level 2 also makes it food for Gachi and other several cards so its immensely flexible, but again, the opponent most likely won't let you reap the benefits of this card most of the time so Gachi Food is again the seemingly best feasible option. Still if you have something that can put Vent Counters on this card (a Spell or Trap most likely) then we could see either great play...or broken play since you'll be able to "pop 1 + Draw 1" with 1 card itself making for a pseudo Inzektor Hornet/Centipede combo.[/b][/i][/color][/spoiler][/spoiler][/center] [spoiler=02:Ventile Clocker] [center][img]http://i.imgur.com/PZp3E.jpg[/img] [spoiler=Effect][b][color=#a52a2a]If this card is selected as an Attack Target: Place 1 Vent Counter on this card (max. 6) and negate the attack. Once per turn, you can remove 1 Vent Counter from this card: Destroy 1 card you control and your opponent skips their next Draw Phase. If this card is destroyed by the effect of another "Ventile" monster; Your opponent skips their next turn(s) for every 3 Vent Counters on this card.[/color][/b][/center] [center][b][color=#000000][i]Broken. The design is completely abusable and this is the card that will be used to completely break the archtype. Sure its a Level 6, but then again, reviving monsters is something that can be done fairly easy.[/i][/color][/b][/spoiler][/spoiler][/center] [center][spoiler=03:Ventile Derailer][/center] [center][img]http://i.imgur.com/3KuwS.jpg[/img] [spoiler=Effect][b][color=#a52a2a]You can Special Summon this card (from your Hand or Deck) by destroying 3 "Ventile" monsters you control. This card gains 400 ATK/Def for every Vent Counter on this card (max. 10). Once per turn you can destroy a "Ventile" monster you control and add Vent Counter(s) to this card equal to the number of Vent Counter(s) on the destroyed card.[/color][/b][/center] [center][b][i][color=#000000]The fact that this card can be Summoned from the Deck is bad. The fact that is has 0 ATK makes it worse. Why? Machine Duplication is now THE key card of the deck, especially given Ventile Golem. Golem becomes food, then you destroy it, summon this guy and boom! You have another big guy (with 0 ATK) on the field. Why is this a big guy? Because a Second Machine Duplication makes this guy into Rank 10 Food. I can now get my Super Cannon, my [/color]Superdimensional Robot Galaxy Destroyer, and nuke the field with a 5000 ATK monster that took literally 3 cards to get out while also milling my Deck about 5 cards which is a pretty big number (and I wouldn't compare Lightsworns because this is controlled mill that benefits you where as Lightsworns have the "potential" of helping OR screwing you over). And even if you don't go for this guy he can easily be food for Machina Fortress which I can see being run in this deck along with Machine Dupe. There are too many ways to abuse the "structure" of these cards that it's not even funny.[/i][/b] [/spoiler][/spoiler][/center] [center][spoiler=04:Vent Controller][/center] [center][img]http://i.imgur.com/3L2c3.jpg[/img][/center] [center][b][i][color=#000000]Broken. It's basically saying: Search, Search, Search some more. The wording makes it that you can search multiple cards at one given time which is bad in all its aspects. Not only that but it can search itself and given the wording, the effect "STACKS". Now I can destroy just 1 card and boom, I +2 off that destruction from this card. I search the third copy and BAM, instant +3s everywhere in such a way where you now have all the resources you probably need for mass Xyzs/OTKs.[/color][/i][/b][/center] [center][/spoiler][/center] [center][spoiler=*NEW*05:Vent Tower][/center] [center][img]http://i.imgur.com/Bp91V.jpg[/img][/center] [center][b][i][color=#000000]Okay, this is...moderately okay if the rest of the archtype is "Toned down". IT offers revival, it offers power boost, and it offers a useful way to use Vent Counters. Btw, lose the "" on Vent Counters. And nice job making it a Field Spell because now you can use some Gadgiltron Dragon shennanigans with it and search it with Terraforming which makes it a decently consistent card.[/color][/i][/b][/center] [center][/spoiler][/center] [center][spoiler=*NEW*06:Ventile Tinkerer][/center] [center][img]http://i.imgur.com/1s4hZ.jpg[/img][/center] [center][spoiler=Effect][color=#A52A2A][b]If this card is selected as an Attack Target: Place 1 Vent Counter on this card (max. 3) and negate the attack. Once per turn, you can remove 1 Vent Counter from this card: Destroy 1 card you control and add 1 Spell card from your graveyard to your hand. It can not be activated this turn. If this card is destroyed by the effect of another "Ventile" monster; Select cards in your graveyard equal to the number of Vent[/b][/color] [b][color=#a52a2a]Counter(s) on this card, and shuffle them into your Deck.[/color][/b][/center] [center][b][i][color=#000000]Okay...a pseudo Magician of Faith that's far slower, but can be abused. It's...still broken by design because it's a Machine Dupe target (most of the archtype is...and I think that was your aim but you went a little too far) seeing as this card can potentially stay on the field more than the other counter parts I've seen (excluding Clocker). Also, being able to add ANY Spell Card to your hand can be broken since this card's effect can be activated en-mass and then they can be used for food as Xyzs. In fact most of the deck is nothing BUT Xyz food AFTER they reap their own effects, and it's turning Machine Dupe into a Machine form of Rekindling which shouldn't happen in the first place. [/color][/i][/b][/spoiler][/spoiler][/center] [center][spoiler=*NEW*07:Ventile Pipeline][/center] [center][img]http://i.imgur.com/8rYmL.jpg[/img][/center] [center][spoiler=Effect][/center] [center][b][color=#a52a2a]If this card is selected as an Attack Target: Place 1 Vent Counter on this card (max. 4) and negate the attack. Twice per turn you can remove 1 "Vent" Counter from this card: Destroy 1 card you control and Special Summon 1 level 3 or lower "Ventile" monster from the graveyard, then place 1 Vent Counter on it.[/color][/b][/center] [center][color=#000000][b][i]This guy is a trigger. If he has just 1 Counter, he can go into decent sized plays. Again, Machine Dupe target.[/i][/b][/color][/center] [/spoiler][/spoiler] [/quote] I have just 1 suggestion: DO NOT make any Spell/Trap Card that gives Venticles Counters...even 1. That type of card is the very key card they need so that they can "OFFICIALLY" be declared broken. 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D.A._Sakuyamon Posted October 2, 2012 Author Report Share Posted October 2, 2012 [quote name='Chance Furlong' timestamp='1349189510' post='6036354'] I have just 1 suggestion: DO NOT make any Spell/Trap Card that gives Venticles Counters...even 1. That type of card is the very key card they need so that they can "OFFICIALLY" be declared broken. [/quote] Took your constructive thoughts to heart and made changes to all of them. Some are slightly changes and some have been greatly changed. Clocker has the greatest change. Added 2 new cards. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 8, 2012 Report Share Posted October 8, 2012 Clocker...still looks kinda iffy. The fact that it can skip the opponent's draw phase is remining me of the Yata-Garasu lock....which again is not good. But...The fact that it's exponentially much slower now indicates otherwise...you'll need more than just my input for that one. As for the other 2: Ventile Coloseum is quite a nice card, except it's also fragile. To ensure it's stay, maybe a "pseudo-shield" type effect could be added, for example: "If this card would be destroyed (by battle or card effect): You can remove 2 Vent Counters from it instead." Then again...if you do this, you may have to dumb down it's ATK by maybe...200. That would be nice. Also, revising the lore: [i][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Cannot be Normal Summoned. You can Special Summon this card (from your hand) by destroying all "Ventile" monsters you control. For every "Ventile" monster that was destroyed by this effect: Add 1 Vent Counter to this card. Once per turn, you can remove 1 Vent Counter from this card: Destroy 1 card you control; Add 1 "Venticle" monster from your Deck to your hand.[/size][/font][/color][/i] Ventile Sailor...You're on the right track by giving control of it to your opponent, but you're only giving them a +s monster that they can now use to basically "kill you for your generosity" especially against Synchro Decks. To make sure that doesn't happen, perhaps this would be ideal: [i][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]This card cannot be destroyed by battle. During the End Phase: Switch control of this card to your opponent. If the owner of this card is not in control of it; It is changed to Attack position, cannot change it's position and must attack is able. This card cannot be used for the Summon of a monster, except "Venticle" monsters.[/size][/font][/color][/i] That could be a more fitting effect seeing as it fuels for your monsters. Also, you have to be...clever in using the card. Field Swarm is an option you have, but not a good one due to this guy. Instead, the deck will be more control based and the could be both a good thing...and a bad omen. Link to comment Share on other sites More sharing options...
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