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Judgement Day Comes


VictorSempra

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Arbiter Lord - Weissen
[LIGHT / Warrior / Effect / Level 10]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Third Arbiter Law - Order" and cannot be Special Summoned by other ways. When this card is Summoned, you can Special Summon up to two "Arbiter Hound" monsters from your hand in face-up Defense Position. Once per turn, if there are five or more "Arbiter Hound" monsters in your Graveyard, you can banish one to destroy one card on the field.
ATK 3200 / DEF 2800

 

Arbiter Hound Alpha

[LIGHT / Beast / Level 4]

ATK 1200 / DEF 1400

 

Arbiter Hound Beta

[LIGHT / Beast / Level 3]

ATK 1000/ DEF 1200

 

Arbiter Hound Delta

[Light / Beast / Level 3]

ATK 800 / DEF 1000

 

First Arbiter Law - Retribution

Continuous Spell

All face-up "Arbiter Hound" monsters you control gain 1000 DEF. Once per turn, if a face-up "Arbiter Hound" monster is sent to the graveyard, you may return 1 card to your opponent's hand.

 

Second Arbiter Law - Judgment

Continuous Spell

Up to twice per turn, you can discard one "Arbiter Hound" monster to destroy one card your opponent controls. You cannot Normal Summon the turn you activate this effect.

 

Third Arbiter Law - Order

Continuous Spell

Tribute two "Arbiter Hound" monsters and a face-up "Arbiter Law" Spell or Trap card to activate this card. Special Summon 1 "Arbiter Lord" from your Hand, Deck, or Graveyard. As long as there is a face-up "Arbiter Hound" monster on your side of the field, a face-up "Arbiter Lord" monster you control cannot be destroyed by card effects.

 

Fourth Arbiter Law - Execution

Continuous Trap

Once per turn, you can Special Summon one "Arbiter Hound" monster from your hand or Graveyard. A monster Special Summoned by this effect cannot attack or be used as material for a Synchro or Xyz Summon.

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Sorry, I thought that maybe you were one of those people who give a sneak peek into what other monsters you would create later.

 

P.S. do you have a link to past judgment day cards you made?

Do you SEE a link? >->



So, getting back on topic, any crticisms/tweaks? I've already figured the Hounds will be NOrmal Monsters.

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It really is a lot easier to critique this if we knew the exact qualities of your Arbiter Hounds and other Arbiter Laws. This might be why the other guy is asking if you have any related threads.

 

The most I can say is that the Hounds better have a more decent way of getting 3 of them on the field easily other than "Reborn+Rabbit." This may be ranging from the Laws being searchers or capable of SSing Hounds to there being extra support that isn't a Law or Hound. But make sure it isn't so easy to get Hounds onto the field that they could Xyz with little effort. If you were willing to have several Hounds made, then it may be better to give at least a few of them effects so they won't be either completely inferior to other Hounds or nearly identical versions of the same thing.

 

As for Weissen, he seems more difficult to pull off than he should be, but that's probably just because I have no idea what everything else's effects will do to the difficulty of bringing this guy out. Is it something that you are supposed to be able to do rather consistently withing a turn or two? Or were you designing it to be more of a plot device that really won't hit the field very often? And the likeliness of serving as a double archetype-specific Marauding Captain is also hard to predict (while I'm on the subject of this effect, it should probably be "up to 2" so you can use this effect if you have only one Hound), the same about the likeliness of the Hyperion-like effect can be said.

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