D.A._Sakuyamon Posted July 6, 2013 Report Share Posted July 6, 2013 Cowering Knight Dark Fiend lv. 4 ATK 1800, Def 0 Effect: If this card is changed to Defence Position its battle position cannot be changed until the End Phase of your next turn except by other card effects. If this card is changed to Defence Position; Destroy 1 card your opponent controls. Once per turn you can change this cards battle position. Cowering Magician Dark Fiend lv. 3 ATK 0, Def 1000 When this card is Summoned, switch it to Defence Position. If this card is changed to Attack Position its battle position cannot be changed until the End Phase of your next turn except by other card effects. If this card is changed to Attack Position; Return 1 card your opponent control to their hand and draw 1 card. Once per turn you can change this cards battle position. Cowering Soldier Dark Fiend lv. 4 ATK 1700, Def 0 If this card is changed to Defence Position its battle position cannot be changed until the End Phase of your next turn except by other card effects. If this card is changed to Defence Position; You can Normal Summon 1 "Cowering" monster this turn as an additional Normal Summon . Once per turn you can change this cards battle position. Cowering Jester Dark Fiend lv. 3 ATK 0, Def 1300 When this card is Summoned, switch it to Defence Position. If this card is changed to Attack Position its battle position cannot be changed until the End Phase of your next turn except by other card effects. If this card is changed to Attack Position; Change thebattle position of another "Cowering" monster you control. Once per turn you can change this cards battle position. Cowering Kingdom Spell Field When a "Cowering" monster has its battle Position changed (except by this cards effects), place 1 Cowering Counter on this card. Once per turn during either players turn you can remove 1 Cowering Counter from this card; Change the battle position of 1 "Cowering" monster you control and draw 1 card. If this card has 3 or more Cowering Counter's on it, All "Cowering" monsters you control have their ATK and DEF Switched and cannot be destroyed by battle. Cowering Guard Dark Fiend lv.4 Atk0/Def2200 When this card is Summoned, switch it to Defence Position. If this card is changed to Attack Position its battle position cannot be changed until the End Phase of your next turn except by other card effects. If this card is changed to Attack Position; Return 1 "Cowering" monster from your Graveyard to your hand. Once per turn you can change this cards battle position. Cowering Courage Spell Normal Search your Deck for 2 "Cowering" monsters and reveal them, Special Summon 1 and add the other to your hand. You can only activate 1 "Cowering Courage" per turn. You cannot conduct your Battle Phase this turn. Cowering Under the Sheets! Trap Normal Change the battle positions of all monsters on the field; Return cards from your opponents hand/field to the Deck equal to the number of "Cowering" monster that had their battle positions changed this way. A Cowering Surrender Spell Quick-Play Return all "Cowering" cards in your hand and graveyard to the Deck; Draw 1 card: Draw 2 cards instead if 3 or more cards were returned to the deck this way. Cowering King Dark Fiend lv.6 Atk2700/Def0 If this card is changed to Defence Position its battle position cannot be changed umtil the End Phase of your next turn except by other card effects. If this card is changed to Defence Position;You can search your Deck for 1 level 4 or lower "Cowering" monster and Special Summon it, then return this card to your hand. Once per turn you can change this cards battle position. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 6, 2013 Author Report Share Posted July 6, 2013 Bump added 3 cards Link to comment Share on other sites More sharing options...
Aix Posted July 6, 2013 Report Share Posted July 6, 2013 Okay, I don't get how you couldn't/wouldn't do anything against my Taboo Witches. Kingdom + Soldier is a +2 combo, which is a little much. Magician with Kingdom is a +2 and a bounce, which is some serious power. Soldier is a double Summoner which, when combined with Kingdom, is a +1, and then leads into a +2 as you inevitably Summon another Cowering monster from your hand to do a +2 combo. This Archetype has no costs whatsoever and can have too many shenanigans with the fact that Kingdom can create a Pleiades-esque effect with Magician and/or Soldier. True, you are then left with your monsters open to attack, but considering all those pluses, I'm sure you can afford to use Threatening Roar or something or you'd be able to draw it. Too much plus, "balanced" by the fact that this archetype has no win condition and the 0 stat of the key cards. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 6, 2013 Author Report Share Posted July 6, 2013 Okay, I don't get how you couldn't/wouldn't do anything against my Taboo Witches. Kingdom + Soldier is a +2 combo, which is a little much. Magician with Kingdom is a +2 and a bounce, which is some serious power. Soldier is a double Summoner which, when combined with Kingdom, is a +1, and then leads into a +2 as you inevitably Summon another Cowering monster from your hand to do a +2 combo. This Archetype has no costs whatsoever and can have too many shenanigans with the fact that Kingdom can create a Pleiades-esque effect with Magician and/or Soldier. True, you are then left with your monsters open to attack, but considering all those pluses, I'm sure you can afford to use Threatening Roar or something or you'd be able to draw it. Too much plus, "balanced" by the fact that this archetype has no win condition and the 0 stat of the key cards. I dont think you actually get how the cowering monsters work. Thier effects only trigger at a specific battle position. All Kingdoms allows is a little potential protection. Your banish Taboo would have wrecked me because I would have lost at least 5 cards. Link to comment Share on other sites More sharing options...
Aix Posted July 6, 2013 Report Share Posted July 6, 2013 I dont think you actually get how the cowering monsters work. Thier effects only trigger at a specific battle position. All Kingdoms allows is a little potential protection. Your banish Taboo would have wrecked me because I would have lost at least 5 cards. You lose no card advantage. it's from the top of your Deck or Graveyard... Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 6, 2013 Author Report Share Posted July 6, 2013 You lose no card advantage. it's from the top of your Deck or Graveyard... It's still losing a ton of potential advantage. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 8, 2013 Author Report Share Posted July 8, 2013 Bump (Have other cards but I'm currently rebalancing them) Made sime minor changes involving levels & Atk/Def values. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 10, 2013 Author Report Share Posted July 10, 2013 5 new cards added. Changed up their battle position restriction so now they cant use their own effects to change their battle positons back. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted July 10, 2013 Report Share Posted July 10, 2013 C. Knight = Pop 1. C. Magician = Bounce + Draw C. Soldier = Double Summon C. Jester = Tutor C. Guard = Grave Control C. King = Change to Defense -> Special 1 Level 4 or lower -> Bounce to hand. (LV?) Kingdom = +1 When Battle Switches and +3 becomes Ojama Field for your monsters + Battle Protection. Courage = Special Summon + Add + No Battle Phase. Surrender = Quick Avarice. Sheets! = "Card Destruction" in the form of bounce IF you have field presence. Courage and Magician are the key cards that would've needed nerfing, and that's pretty much it. It actually would've been better if you could switch their battle positions via their own effects as they'll actually be getting their effects off. Requiring them to use other cards (while a good thought) makes the deck really REALLY slow even if you run cards like Sheets and Kingdom. Suggestions: Allow them to trigger themselves. If King is any level besides 8, make it Level 8 for Trade-In Shenanigans. Make Courage a choose 1 of the following effects (keep it with no level restriction for now) and give them their battle phase back even if you activate it. Keep the restriction of only using it once per turn. Give Magician just 1 of the two effects (either bounce OR Draw) and make another Cowering Level 4 Fiend-Type monster with 1900 DEF that gives you the Draw (basically your own psedo-Trooper without the mill). Surrender doesn't seem really useful...especially with Guard. Make an Enemy Controller for these guys. And yeah, that's basically it. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 10, 2013 Author Report Share Posted July 10, 2013 C. Knight = Pop 1. C. Magician = Bounce + Draw C. Soldier = Double Summon C. Jester = Tutor C. Guard = Grave Control C. King = Change to Defense -> Special 1 Level 4 or lower -> Bounce to hand. (LV?) Kingdom = +1 When Battle Switches and +3 becomes Ojama Field for your monsters + Battle Protection. Courage = Special Summon + Add + No Battle Phase. Surrender = Quick Avarice. Sheets! = "Card Destruction" in the form of bounce IF you have field presence. Courage and Magician are the key cards that would've needed nerfing, and that's pretty much it. It actually would've been better if you could switch their battle positions via their own effects as they'll actually be getting their effects off. Requiring them to use other cards (while a good thought) makes the deck really REALLY slow even if you run cards like Sheets and Kingdom. Suggestions: Allow them to trigger themselves. If King is any level besides 8, make it Level 8 for Trade-In Shenanigans. Make Courage a choose 1 of the following effects (keep it with no level restriction for now) and give them their battle phase back even if you activate it. Keep the restriction of only using it once per turn. Give Magician just 1 of the two effects (either bounce OR Draw) and make another Cowering Level 4 Fiend-Type monster with 1900 DEF that gives you the Draw (basically your own psedo-Trooper without the mill). Surrender doesn't seem really useful...especially with Guard. Make an Enemy Controller for these guys. And yeah, that's basically it. In order to your own. This was a nerf I decided to do as of today. Mainly because it almost makes the restriction to stay in that position pointless...... Just noticed only switch to oneset position anyways. I'm going to change that. Ehh, I'm not going to do that. Ehh, I'll think about it. That I can do. I really just wanted it to be a +1 rather then a +0. Not sure about the drawer though, I wouldn't find it worth it. I nerfed it to hell. before it was draw cards equal to the amount returned. Maybe. EDIT: First Point Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 11, 2013 Author Report Share Posted July 11, 2013 Bump. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 14, 2013 Author Report Share Posted July 14, 2013 Final bump till I update again. Link to comment Share on other sites More sharing options...
Necruta Posted July 20, 2013 Report Share Posted July 20, 2013 I think it would be better if you made the drawing from kingdom only once per turn since now I see that triple jester + kingdom is plusses for days. I even made an ftk with exodia by using only cowering courage, a jester and terraforming in my first hand. That means the card is unbalanced, like I suggested you coud make the draw once per turn or you could make it when a battle position is changed AND an effect is activated or remove 2 tokens to search a cowering card except kingdom. That would also prevent the jester combo by chaining their effects to keep drawing cardssince eventhough they can't be changed by their own effect, they can still target eachother and then do that again always leaving 1 in def to trigger again. That and you might want to add the clause: "you can only gain this effect once per turn" to soldier otherwise you can keep summoning monsters from your hand with little to no ease, other than that I'm interested in what else you come up with for this archtype Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 22, 2013 Author Report Share Posted July 22, 2013 I think it would be better if you made the drawing from kingdom only once per turn since now I see that triple jester + kingdom is plusses for days. I even made an ftk with exodia by using only cowering courage, a jester and terraforming in my first hand. That means the card is unbalanced, like I suggested you coud make the draw once per turn or you could make it when a battle position is changed AND an effect is activated or remove 2 tokens to search a cowering card except kingdom. That would also prevent the jester combo by chaining their effects to keep drawing cardssince eventhough they can't be changed by their own effect, they can still target eachother and then do that again always leaving 1 in def to trigger again. That and you might want to add the clause: "you can only gain this effect once per turn" to soldier otherwise you can keep summoning monsters from your hand with little to no ease, other than that I'm interested in what else you come up with for this archtype Your concern for soldier is unneeded as it works the same has the hunder family. Meaning even if multiple trigger in the same turn you'll only get one additional normal summon. Removed the draw for kingdom entirely. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.