Agro Posted February 11, 2013 Report Share Posted February 11, 2013 Alkenes Ocumur LIGHT / Level 4 [ Rock / Effect ] Increase the ATK of this card by 500 every time a Spell or Trap card is activated (permanently). (This card can only gain 1500 ATK by this effect.) You can tribute this card with an ATK of 2000 or higher; Special Summon 1 Level 4 Fusion Monster from your Extra Deck. (This is considered a Fusion Summon.) You can banish this card from your Graveyard to add 1 "Alkenes" Spell Card from your Graveyard to your hand. ATK / 500 DEF / 2000 Alkenes Hydralo LIGHT / Level 4 [ Rock / Effect ] Increase the ATK of this card by 500 every time a Spell or Trap card is activated (permanently). (This card can only gain 1500 ATK by this effect.) You can tribute this card with an ATK of 2000 or higher; Special Summon 1 Level 4 Fusion Monster from your Extra Deck. (This is considered a Fusion Summon.) When this card is Summoned: Add 1 "Alkenes" Spell Card from your Deck to your hand. ATK / 500 DEF / 2000 Alkenes Halodra LIGHT / Level 3 [ Rock / Effect ] FLIP: Special Summon 1 Alkenes Monster from your Deck and increase its ATK by 1500. Increase the ATK of this card by 500 every time a Spell or Trap card is activated (permanently). (This card can only gain 1500 ATK by this effect.) You can tribute this card with an ATK of 2000 or higher; Special Summon 1 Level 3 Fusion Monster from your Extra Deck. (This is considered a Fusion Summon.) ATK / 1000 DEF / 1000 Alkenes Xymercoo LIGHT / Level 3 [ Rock / Effect ] Increase the ATK of this card by 500 every time a Spell or Trap card is activated (permanently). (This card can only gain 1500 ATK by this effect.) You can tribute this card with an ATK of 2000 or higher; Special Summon 1 Level 3 Fusion Monster from your Extra Deck. (This is considered a Fusion Summon.) You can banish 2 "Alkenes" Spell Card in your Graveyard; the ATK of all "Alkenes" monsters becomes 2000 until the End Phase. ATK / 1000 DEF / 1000 Alkenes Ozono LIGHT / Level 3 [ Rock / Effect ] Increase the ATK of this card by 500 every time a Spell or Trap card is activated (permanently). (This card can only gain 1500 ATK by this effect.) You can tribute this card with an ATK of 2000 or higher; Special Summon 1 Level 3 Fusion Monster from your Extra Deck. (This is considered a Fusion Summon.) "Alkenes" monsters cannot be destroyed while they have less than 2000 ATK, except "Alkenes Ozono". ATK / 1000 DEF / 1000 Alkenes Power Bond Spell / Quick-Play Target 1 "Alkenes" monster you control; that target gains 500 ATK, then add 1 "Alkenes" Monster from your Deck to your hand. You can only activate 1 "Alkenes Power Bond" per turn. Alkenes Power Smash Spell / Quick-Play Target 1 "Alkenes" monster you control; that target gains 500 ATK, then destroy 1 set card on the field. You can only activated 1 "Alkenes Power Smash" per turn. Alkenes Recycle Spell Target 1 "Alkenes" monster you control; that target gains 500 ATK, then add 1 "Alkenes" Spell Card from your Graveyard to your hand, except "Alkenes Recycle". You can only activate 1 "Alkenes Recycle" per turn. Alkanese Sweep Trap During the turn this card is activated, "Alkenes" monsters you control can't be destroyed by card effects. All "Alkenes" monsters gain 1000 ATK. Polymer Beast Shellac LIGHT / Level 3 [ Rock / Fusion / Effect ] Must be Special Summoned by the effect of an "Alkenes" monster and cannot be Summoned in other ways. Once per turn, during either player's turn: You can banish 2 "Alkenes" cards from your hand or Graveyard; destroy 1 card on the field. If this card is destroyed by a card effect: Shuffle 3 banished "Alkenes" cards into your Deck, then draw 1 card. ATK / 2000 DEF / 1800 Polymer Beast Amber LIGHT / Level 4 [ Rock / Fusion / Effect ] Must be Special Summoned by the effect of an "Alkenes" monster and cannot be Summoned in other ways. Once per turn, during either player's turn: You can banish 2 "Alkenes" cards from your hand or Graveyard; negate the activation of a Spell/Trap card or Effect Monster effect and destroy it. If this card is destroyed by a card effect: Shuffle 3 banished "Alkenes" cards into your Deck, then draw 1 card. ATK / 2200 DEF / 2000 Link to comment Share on other sites More sharing options...
Agro Posted February 11, 2013 Author Report Share Posted February 11, 2013 Bump Link to comment Share on other sites More sharing options...
Agro Posted February 12, 2013 Author Report Share Posted February 12, 2013 Bump Link to comment Share on other sites More sharing options...
Agro Posted February 14, 2013 Author Report Share Posted February 14, 2013 Bump Link to comment Share on other sites More sharing options...
Agro Posted February 18, 2013 Author Report Share Posted February 18, 2013 Bump... anyone? :< There's at least one card in here that needs balancing (Amber) Link to comment Share on other sites More sharing options...
The Warden Posted February 19, 2013 Report Share Posted February 19, 2013 I like the idea, it's creative, requires thought and could be a lot of fun if real. Although, all of them having 500 ATK is, what's the worse? Ah, predictable. I feel that, as your set goes, it might be more beneficial to have some already on 1000 ATK, and in return, reduce the ATK of the Fusions to justify an easier summoning potential. Also, maybe make a couple more Fusions for variety, since we just have a Naturia Shi En and generic McBlowup. I'm sure there is a lot mor epotential that could be obtained. Link to comment Share on other sites More sharing options...
Agro Posted February 19, 2013 Author Report Share Posted February 19, 2013 Yeah. The problem I'm finding with this archetype is the sheer inability to make anything higher than Level 4 just because of all the broken Fusions in existence that they could summon. Also, I'm attempting to balance them without taking the current format and broken shit that happens in it into account. Balance them on a more basic level. I feel okay with all of the cards involved except the Shi En, but idk what, if anything, I really need to do with it. Also, edits to stats made. Link to comment Share on other sites More sharing options...
Sora1499 Posted February 19, 2013 Report Share Posted February 19, 2013 They seem pretty well-designed, although one thing I would suggest is to give them a way to get more pieces on the board, I.e. a swarmer. I'd also go with the above suggestions to make more Polymer Beast fusions. Maybe a big boss fusion that can be summoned by tributing 2 Polymer fusions? Link to comment Share on other sites More sharing options...
Agro Posted February 19, 2013 Author Report Share Posted February 19, 2013 They seem pretty well-designed, although one thing I would suggest is to give them a way to get more pieces on the board, I.e. a swarmer. No, I DEFINITELY don't want them doing that. That's the exact opposite of what I want them doing. I'd also go with the above suggestions to make more Polymer Beast fusions. Maybe a big boss fusion that can be summoned by tributing 2 Polymer fusions? The first idea is okay, the second idea is bad. Link to comment Share on other sites More sharing options...
Sora1499 Posted February 19, 2013 Report Share Posted February 19, 2013 What's so bad about it? Link to comment Share on other sites More sharing options...
Agro Posted February 19, 2013 Author Report Share Posted February 19, 2013 What's so bad about it? Besides putting 3 Heralds of Perfection on the board with Quick-Play attack boosters? Link to comment Share on other sites More sharing options...
Sora1499 Posted February 19, 2013 Report Share Posted February 19, 2013 Not the swarming idea, the big boss idea.Just realized that Amber negates monster effects... I think that's a tweak excessive. Link to comment Share on other sites More sharing options...
Agro Posted February 19, 2013 Author Report Share Posted February 19, 2013 Of course it's excessive, that's why I don't want swarming. And the other idea is bad because you're not going to want to play it over the current fusions unless it's extremely broken Link to comment Share on other sites More sharing options...
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