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Fleshing out your good side


TJDouglas13

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I may add more cards in the future, and I'm sure I have some OCG errors but these are what I have for the moment.

 

HumanZombie_zpsc145aeab.jpg

Lore:

Once a citizen who fought against the zombie infection, now a blood-thirsty beast who roams the night.

 

FastZombie_zps9e247d9f.jpg

Lore:

This card can attack your opponent directly.

 

ZombieWeaponsmith_zpsa62569d4.jpg

Lore:

All Zombie-Type monsters on the field gain 300 ATK

 

ZombieMaster_zpsbd61274f.jpg

Lore:

Once per turn: Send one card from your Hand to your Graveyard and Special Summon 1 level 4 or lower Zombie-Type monster.

 

Buffzombie_zps1bf62678.jpg

Lore:

You can Ritual Summon this card with "Zombie Steroids". If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.

 

ZombieSteroids_zpsd9ade497.jpg

Lore:

This card is used to Ritual Summon "Buff Zombie". You must also tribute 1 "Human Zombie" from your field or hand.

 

RadioactiveTouch_zpsc890b9e1.jpg

Lore:

All monsters on the field become Zombie-Type. If they were  originally not Zombie-Type, they lose 300 ATK and DEF.

 

ZombieHorde_zps86cfbc4b.jpg

Lore:

Activate when your opponent declares an attack on one of your monsters. Negate the attack and Special Summon 2 "Human Zombie" from your hand or Graveyard.

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Well, off the bat, there is no such thing as a Quick-Play Trap Card. Aside from that, most of these effects are too simple to outline a cooperative archetype. I would definitely redesign Weaponsmith and Fast to function with greater integration. Their effects kind of leave me wondering how they contribute to the deck's win condition, which I'm guessing is Buff. It is refreshing to see a Ritual Monster, but unless the entire archetype is centralized at Ritual Summoning, then it can be very inconsistent. You could add effects to Weaponsmith and Fast which help to increase the efficiency of Ritual Summoning. That would smooth out the overall design. 

 

That aside, I do like Master, Radioactive, and Horde.  They are solidly designed, although I can see huge Xyz spamming potential in Horde. Master could use a touch more ATK, or at least an easier way to be Summoned. I can see a core theme of bringing out Human to Ritual Summon Buff, but there is just not enough consistency. That's the biggest problem, and just adding to the blander effects will fix that.

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