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Vindex - The only way to defend yourself is to attack.


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Once per turn: You can switch the ATK and DEF of this card until the End Phase. If this card is destroyed and sent to the Graveyard; you can add 1 monster with 0 ATK to your hand.

 

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Once per turn: You can switch the ATK and DEF of this card until the End Phase. Once per turn; if this card would be destroyed by battle whilst in Defense position: you can switch this card's ATK and DEF to negate the attack. This card cannot attack your opponent directly.

 

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Once per turn; if this card is targeted for an attack: Switch it's ATK and DEF until the End Phase. If this card is destroyed whilst it's DEF is 0; you can Special Summon 1 monster with 0 ATK from your hand.

 

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You can Special Summon this card (from your hand) by banishing 1 monster with 0 ATK from your Graveyard. If this card declares an attack; you can switch it's ATK and DEF until the End of the Damage Step.

 

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2 Level 4 Monsters with 0 ATK
You can detach 1 Xyz material from this card to switch this card's ATK and DEF until the End Phase. If a monster with 0 ATK would be destroyed; you can detach 1 Xyz material from this card instead.

 

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Once per turn, during your Main Phase, you can discard 1 card to activate 1 of these effects:
● Add 1 monster with 0 ATK from your Deck to your hand.
● Switch the ATK and DEF of 1 monster on the Field until the End Phase.

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I'll add some more cards soon. Strangely enough, I was watching some of the first Yu-Gi-Oh! Series, and remembered Shield and Sword that Joey used during the Zombie duel with Bonz. I thought I'd take a shot at expanding that concept, and here are the results. Feedback is very welcome!

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Their names are fine and the artwork is pretty good as well (extra points for being an actual artwork series), also I appreciate it that you're trying to make a Deck with slightly different mechanic than other existing decks. About the cards itself, they need far more support - they are, as of now, only half-beaters with nice effects for consistency and searching, and nothing else. And that makes them very weak. They need stronger monsters and stronger effects overall, you either emphasize the beater side even more or make them not rely exclusively on that. Since they already have a considerable amount of searching effects, maybe you could make a Rabbit for them and stronger Xyzs in order to make them strong. They seem like they could work with the to-be-released Umbral real archetype as well, which works pretty much the way I just described.

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Their names are fine and the artwork is pretty good as well (extra points for being an actual artwork series), also I appreciate it that you're trying to make a Deck with slightly different mechanic than other existing decks. About the cards itself, they need far more support - they are, as of now, only half-beaters with nice effects for consistency and searching, and nothing else. And that makes them very weak. They need stronger monsters and stronger effects overall, you either emphasize the beater side even more or make them not rely exclusively on that. Since they already have a considerable amount of searching effects, maybe you could make a Rabbit for them and stronger Xyzs in order to make them strong. They seem like they could work with the to-be-released Umbral real archetype as well, which works pretty much the way I just described.

I totally see what you mean. As I said, I'll add more support cards; but do you think it would work to boost the attack by 200-300 per card in order to make up for their switching drawback? As I said, I understand your point. Thanks

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Stats boosted. Wasn't sure about the DEF clause, doesn't that just cover the best of both worlds? I think it might make the Op'd, they could launch an attack during your turn, then switch to DEF for your opponent's. I gave Shield Knight 2700 to run over those pesky E-dragons. 

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This is interesting, could work, but I don't really like how they all say "with 0 ATK" instead of using their archetype name, that means that other monsters can gain huge boosts, and Zero Cubes especially. I don't really like the first card's 2000 ATK, but since Konami doesn't seem to care about balancing, and since you could just negate it's effect to make it 0 again, it's not that bad. I also find Basher pretty powerful, it's quite easy to get out for 3K ATK, though since it's going to be left pretty much defenseless in your opponent's turn, it's not that bad, but I would make it 2700 instead myself, but not that horribly balanced. Also, Shield seems way too powerful, it's quite an easy 2700 monster, only 1 banish away, but again, as with Basher, it is going to get reset, so it's not that bad, but still. As for the arche as a whole, it's a beatstick arche, while it can becomes useful, this really doens't offer any form of control, and would rely heavy on support cards. I wouldn't use this personally, unless you add some form of support that makes control of the field a bit better.

 

You seem to be pretty confused about some of your OCG, here I'll fix it for you.

 

Once per turn: You can switch the ATK and DEF of this card until the End Phase. If this card is destroyed and sent to the Graveyard: You can add 1 monster with 0 ATK to your hand.

 

As you can see, I changed the semi-colon to a colon. Always have in mind that colons are only used for conditions like "Once per turn" or "When this card X". Semi-colons are for targeting and costs. Also, from where? Deck/Grave/Banished Zone?

 

This card cannot attack your opponent directly. Once per turn: You can switch the ATK and DEF of this card until the End Phase. Once per turn, if this card in Defense Position would be destroyed by battle: You can switch this card's ATK and DEF; negate the attack.

 

Typicly, you want your Continuous Effects to be first, then Ignition, then Triggers, but don't stress yourself out about this. I also changed the no destroy part, also "whilst" is never used, so don't use that word. Also, don't use "to" use a semi-colon instead, the only time you want to use to, is if you were to write something like "You can destroy 1 monster to target 1 monster in your Graveyard;" as you have 2 things that would make a semi-colon in your effect, a cost (destroying a monster), and a target.

 

Once per turn, if this card is targeted for an attack: Switch it's ATK and DEF until the End Phase. If this card is destroyed while it's DEF is 0: You can Special Summon 1 monster with 0 ATK from your hand.

 

Simple fixes here.

 

You can Special Summon this card (from your hand) by banishing 1 monster with 0 ATK from your Graveyard. If this card declares an attack: You can switch it's ATK and DEF until the end of the Damage Step.

 

Only fix is semi-colon, and that you capitalized "and" for some reason.

 

2 Level 4 Monsters with 0 ATK
You can detach 1 Xyz Material from this card; switch this card's ATK and DEF until the End Phase. If a monster with 0 ATK would be destroyed: You can detach 1 Xyz Material from this card instead.

 

Few fixes here, again use semi-colon for costs and colons for conditions please. Xyz Material not Xyz material.

 

Once per turn: You can discard 1 card; activate 1 of these effects:
● Add 1 monster with 0 ATK from your Deck to your hand.
● Switch the ATK and DEF of 1 monster on the field until the End Phase.

 

First, no reason to use say Main Phase, as all Ignition Effects are activated at this time, only time you want to say that is in case you can only use it during Main Phase 1 or Main Phase 2. Field is also not capitalized.

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This is interesting, could work, but I don't really like how they all say "with 0 ATK" instead of using their archetype name, that means that other monsters can gain huge boosts, and Zero Cubes especially. I don't really like the first card's 2000 ATK, but since Konami doesn't seem to care about balancing, and since you could just negate it's effect to make it 0 again, it's not that bad. I also find Basher pretty powerful, it's quite easy to get out for 3K ATK, though since it's going to be left pretty much defenseless in your opponent's turn, it's not that bad, but I would make it 2700 instead myself, but not that horribly balanced. Also, Shield seems way too powerful, it's quite an easy 2700 monster, only 1 banish away, but again, as with Basher, it is going to get reset, so it's not that bad, but still. As for the arche as a whole, it's a beatstick arche, while it can becomes useful, this really doens't offer any form of control, and would rely heavy on support cards. I wouldn't use this personally, unless you add some form of support that makes control of the field a bit better.

 

You seem to be pretty confused about some of your OCG, here I'll fix it for you.

 

Once per turn: You can switch the ATK and DEF of this card until the End Phase. If this card is destroyed and sent to the Graveyard: You can add 1 monster with 0 ATK to your hand.

 

As you can see, I changed the semi-colon to a colon. Always have in mind that colons are only used for conditions like "Once per turn" or "When this card X". Semi-colons are for targeting and costs. Also, from where? Deck/Grave/Banished Zone?

 

This card cannot attack your opponent directly. Once per turn: You can switch the ATK and DEF of this card until the End Phase. Once per turn, if this card in Defense Position would be destroyed by battle: You can switch this card's ATK and DEF; negate the attack.

 

Typicly, you want your Continuous Effects to be first, then Ignition, then Triggers, but don't stress yourself out about this. I also changed the no destroy part, also "whilst" is never used, so don't use that word. Also, don't use "to" use a semi-colon instead, the only time you want to use to, is if you were to write something like "You can destroy 1 monster to target 1 monster in your Graveyard;" as you have 2 things that would make a semi-colon in your effect, a cost (destroying a monster), and a target.

 

Once per turn, if this card is targeted for an attack: Switch it's ATK and DEF until the End Phase. If this card is destroyed while it's DEF is 0: You can Special Summon 1 monster with 0 ATK from your hand.

 

Simple fixes here.

 

You can Special Summon this card (from your hand) by banishing 1 monster with 0 ATK from your Graveyard. If this card declares an attack: You can switch it's ATK and DEF until the end of the Damage Step.

 

Only fix is semi-colon, and that you capitalized "and" for some reason.

 

2 Level 4 Monsters with 0 ATK
You can detach 1 Xyz Material from this card; switch this card's ATK and DEF until the End Phase. If a monster with 0 ATK would be destroyed: You can detach 1 Xyz Material from this card instead.

 

Few fixes here, again use semi-colon for costs and colons for conditions please. Xyz Material not Xyz material.

 

Once per turn: You can discard 1 card; activate 1 of these effects:
● Add 1 monster with 0 ATK from your Deck to your hand.
● Switch the ATK and DEF of 1 monster on the field until the End Phase.

 

First, no reason to use say Main Phase, as all Ignition Effects are activated at this time, only time you want to say that is in case you can only use it during Main Phase 1 or Main Phase 2. Field is also not capitalized.

Thank you very much. I still haven't got the colon/semicolon thing entirely sussed. I must do more in that respect. For Marauder, totally overlooked where to add the monster from. For Spear-Master, I tacked the continuous effect on the end and forgot about placement. For Zero Cubed, I used a similar design to Dragon Ravine, and as that mentions the Main Phase, I used it here too. 

 

I'll add more support and work on my OCG. In terms of balance, their ATKs are definitely strong; but that's sort off the point. You get a one turn beater, and then spend another worrying about defense. They are quite old-fashioned in that sense, and their is a little searchability; but on the whole, keeping them on the field is the real challenge here. Thanks again.

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For Zero Cubed, I used a similar design to Dragon Ravine, and as that mentions the Main Phase, I used it here too.

Always look at the newest cards possible, as those are the ones with the most correct OCG currently. Look at a few new cards with a once per turn clause, and you'll see what I'm talking about.

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Always look at the newest cards possible, as those are the ones with the most correct OCG currently. Look at a few new cards with a once per turn clause, and you'll see what I'm talking about.

Got it. I see what you mean. Thanks for the heads up.

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because that would not be OP at all! Think if you could do The Gates of Dark World. Just no.

Right. It would be mental. Grabbing three monsters and switching three times a turn is the set-up of the gods. In other words, it ain't happening. I'll add more support now!

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