Darthakin Posted July 19, 2013 Report Share Posted July 19, 2013 I've decided to start a project named the Elemental Rulers. A deck of cards focussing on all attributes AND on Nature. But you'll see what I mean with that soon enough. First up are the six basic cards of the deck, which make up the essence. [spoiler=Basic Rulers] Elemental Ruler Dark Sword: Lore: This card cannot be normal, special or flip summoned if there is a face-up "Elemental Ruler Holy Sword" on the field. This card cannot be destroyed by Light attributed monsters. Elemental Ruler Holy Sword: Lore: This card cannot be normal, special or flip summoned if there is a face-up Elemental Ruler Dark Sword " on the field. This card cannot be destroyed by Dark attribute monsters. Elemental Ruler Aero Soldier: Lore" When this card is on the field, and you control a face-up "Elemental Ruler Terra Soldier" Destroy both cards. If this card is destroyed by the effect of an Earth Attribute monster, Destroy that monster. Elemental Ruler Terra Soldier: Lore: When this card is on the field and you control a face-up "elemental ruler Aero soldier" Destroy both cards. If this card is destroyed by a Wind attribute monster, destroy that monster. Elemental Ruler Fiery Blade: lore: This card is destroyed if you summon "Elemental Ruler Aqua Blade". This card gains 300ATK for every Fire attribute monster on the field. This card loses 200ATK for ever water attribute monster on the field. Elemental Ruler Aqua Blade: Lore" This card is destroyed if you summon "Elemental Ruler Fiery Blade". This card gains 300ATK for every water attribute monster on the field. This card loses 200ATK for ever fire attribute monster on the field. [/spoiler] [spoiler=Fusions] Elemental Ruler Storm Dragon: Lore: Elemental Ruler Aero Soldier + Elemental Ruler Aquablade. The fusion summon of this card can only be performed by using the above monsters and the spell card; "Rulers unite". This card is also A Water attribute monster. Once per turn, this card can destroy every face-up EARTH attributed monster. Once per turn, this card can destroy every face-up FIRE attributed monster. During the end-phase of your opponent's turn after you summoned this card, return this card to you extra deck and special summon the Fusion Material monsters. Elemental Ruler Twilight Dragon: lore: Elemental Ruler Dark Sword + elemental Ruler Holy Sword. The fusion summoning of this card can only be preformed with the above fusion materials and the spell "Rulers Unite". This card is also A LIGHT attribute monster. Once per turn you can pay 1000 Life points to destroy all Non Light or Dark type monsters your opponent controls. During the end-phase of your opponents turn after this card was summoned, return it to the extra deck and special summon the fusion materials used. Also Return "Rulers unite" To you deck and shuffle it. Elemental Ruler Ash Dragon: Lore: "Elemental Ruler Fiery Blade" + "Elemental ruler Terra soldier". The fusion summoning of this card can only be performed by using the above fusion materials and the spell "Rulers Unite". Once per turn, if this card would be destroyed, you can special summon one "Ash Token" (Lvl1 Fire/Dark Pyro 0ATK 0DEF). If an "Ash Token" on the field is destroyed. Destroy every face-up "Elemental Ruler" on the field. During your opponents end-phase after you summoned this card, return this card to your extra deck and add 1 "Rulers Unite!" To your deck and shuffle your deck. Elemental Ruler Dark Sword + Elemental Ruler Terra soldier + Elemental Ruler Aqua blade The fusion summoning of this card can only be performed with the above cards and Rulers Unite! If this card would be destroyed by the effect of an Elemental Ruler card, you can put one ER-counter on this card instead. This card cannot attack unless you remove one ER-counter from it. Elemental Ruler Dracolish Lore Elemental Ruler Dark Sword + Heart of Darkness + Elemental Servant Dark servant The fusion summon of this monster can only be done by using the above monster and the spell "Rulers Unite!". As long as this monster is on the field, no monster on your side of the field can be destroyed by the effect of an "Elemental Ruler". Once per turn, put one ER-counter on each monster on the field. During the end-phase of the turn this card is destroyed, destroy every monster with an ER-counter on it. [/spoiler] [spoiler=Hearts] Heart of Darkness: [/spoiler] [spoiler=Spells] Field spell, Elemental Regulations. Lore (needed I guess :P) You can activate this card's effect depending on the number of Normal Effect "Elemental Rulers" monsters in the graveyard with a different name. 1. Once per turn, you can remove from play one monster you control to draw one card. 2. Once per turn you can play a trap from your hand. (The trap card counts as a Quick-play spell card) 3. Once per turn, you can remove from play one card in your hand to add one "Elemental Ruler" from your deck to your hand. 4. This card cannot be destroyed by effects. 5. Face-up Elemental Rulers you control cannot be destroyed by the effect of other "Elemental Rulers" you control. Rulers Unite! (read Lore, card itself is unupdated) lore: As long as this card is on the field, you can discard one "Elemental Ruler" from your hand to the graveyard, once per turn. You can send this card to the graveyard together with monsters listed on a fusion monster card to special summon that fusion monster from your Extra Deck, Graveyard or Removed from play pile. If this card is in your graveyard, you can send one monster from your deck to the graveyard to add it to your hand. [/spoiler] Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 Nevermind this post. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 19, 2013 Report Share Posted July 19, 2013 This doesn't really strike me as an actual archetype, more like a group of cards who, for some reason, hate one another. The LIGHT and DARK ones are both unimpressive beaters that have odd protection effects that will hardly ever be useful. I mean, the LIGHT one can protect itself from being asploded by Dark Armed Dragon, but it can also get ran over by nearly anything that makes it onto the field. The EARTH and WIND ones, while somewhat interesting for being able to blow up whatever WIND (or EARTH) blew them up (though the WIND one doesn't work with battle, while EARTH does for some reason), are also pretty weak and their effects probably will scarcely matter. Playing outclassed cards such as Sakuretsu Armor or Michizure would offer you a much more reliable method of protecting yourself than those cards' effects. Finally, we get to the FIRE and WATER ones. Where the WATER one is much too horribly weak to have an effect that benefits beaters, the FIRE one is pretty cool in that it basically has 2100 ATK. Still, it does nothing but punch things in the face, and doesn't offer much more than that. Is there anything linking your cards together? You know, maybe a card to search them from the Deck or Summon them. Something more than "If the opposite is on the field, explode your own field, oh and this card gains 17 ATK for each card in your hand." Decide on which of these monsters should be your beaters, and leave the effects that benefit beaters to them. For the weaker ones, give them effects that would make it worth it to be an "Elemental Ruler." Throwing in some Spells, Traps, or boss monsters would help this too. Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 I never said this set was finished did I ._. The point of these bases are that they are rather weak and hard to keep on the field, in order to fuse, ritual and synchro summon their lords. Maybe I should've upload the two fusions I got so far... might've spared you the trouble of havign to blow that up. Hmm... yea. Overall I get you, but yes, they will be linked together in a way. All belong together, it's just so that oposites don't work with eachother. As you'll see right now, Elemental Regulation stops the destruction of Themselves. Link to comment Share on other sites More sharing options...
BatMed Posted July 19, 2013 Report Share Posted July 19, 2013 so far so good,, It's Like a rival Set I'm waiting for the other cards Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 So am I. Waiting on inspiration. Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 Updated. Link to comment Share on other sites More sharing options...
BatMed Posted July 19, 2013 Report Share Posted July 19, 2013 Nice,, "Elemental Ruler Ash Dragon" is a nice balanced card.,, but I think you should strengthen its effect, specially this one: If an "Ash Token" on the field is destroyed. Destroy every face-up "Elemental Ruler" on the field If an "Ash Token" on the field is destroyed: Target 1 card in the field; destroy the target. ;) and where is the "Rulers Unite!" ?? (I love the effect of "Elemental Regulations" ) :D Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 I think that would overpower him. After all, you special summon a card to SAVE ash Dragon from destruction. Would be OP if it had no drawback. So do I :p It's based of "Ancient city - rainbow ruins- Link to comment Share on other sites More sharing options...
BatMed Posted July 19, 2013 Report Share Posted July 19, 2013 I think that would overpower him. After all, you special summon a card to SAVE ash Dragon from destruction. Would be OP if it had no drawback. So do I :P It's based of "Ancient city - rainbow ruins- as I say ,,I just think,, and youre cards are good when you think that they are good keep the good work ;) Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 Added Rulers Unite!Added Rulers Unite!Added Rulers Unite! Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 added Poison Dragon Link to comment Share on other sites More sharing options...
Amanea Posted July 19, 2013 Report Share Posted July 19, 2013 There is some nice direction with the Fusion Monsters and Spells, however, as A Background Character pointed out, there is literally no cooperation between the first four Elemental Rulers. They actually repulse each other, which is the complete opposite of what cards in an archetype should do. There should definitely be some searching, conditional in accordance with defining attributes of the archetype. For example, assuming that Rulers Unite! is capable of sending cards from the hand to the Graveyard for the Fusion Summon, a useful and interesting effect for Dark Sword could be: "You can send this card from your hand to the Graveyard; add 1 "Elemental Ruler Holy Sword" from your Deck or Graveyard to your hand. You cannot Normal Summon "Elemental Ruler Holy Sword" this turn. You can send this card and 1 "Elemental Ruler" with a different name than this card from your hand to the Graveyard; add 1 "Rulers Unite!" from your Deck or Graveyard to your hand. You cannot activate it this turn. You can only activate one effect of "Elemental Ruler Dark Sword" per turn, and only once that turn." Similarly, you could design Aqua Blade and Fiery Blade, along with Terra Soldier and Aero Soldier, to function respectively in a similar manner. That would add balanced consistency of searching/recycling of crucial cards. As it is, this deck would have a harrowing time getting started, sometimes unable to make a play due to its own cards' repulsion to one another. They need some work, but I can definitely see this becoming a functioning, intriguing series. Almost sounds like Elemental Heroes.... Edit: The OCG needs some work, too. Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 You forget that the point of this archetype is that they send eachother to the graveyard to be able to use "Elemental Regulation" and that they represent nature. Fire and water, wind and earth and Dark and light. opposites. Anyways, I might think about reworking the monsters... But currently I think it will work out considering the spells and traps I have left. Most of which change the effects of the monsters. Link to comment Share on other sites More sharing options...
Amanea Posted July 19, 2013 Report Share Posted July 19, 2013 I think that you're taking the whole "nature" gimmick way too seriously. It has reached the point of crippling the archetype. You have to realize a balance between game-play and loyalty to themes. Look no further than Elemental Heroes and Chaos. Opposites actually interact in these archetypes, even though they are based on canon concepts that "antagonize" each other (even though I really don't think that the wind hates the earth that much). As it is, Elemental Regulation requires far too much effort to simply negate a silly drawback of every Effect Monster in the archetype. The effects that I wrote would actually make Regulation more useful, as it would be able to turn discards into potential pluses. By nature, it is more of a supportive card than the foundation of the entire series. Link to comment Share on other sites More sharing options...
BatMed Posted July 19, 2013 Report Share Posted July 19, 2013 the cards that you've just add are balanced and nice Good JOB,, I really love this archetype ;) Link to comment Share on other sites More sharing options...
Darthakin Posted July 19, 2013 Author Report Share Posted July 19, 2013 Well I am stuck with two people saying opposite things... But those 6 Rulers don't have to be ok with eachother, since there are more basic cards. 12 of them. You'll see. Link to comment Share on other sites More sharing options...
BatMed Posted July 19, 2013 Report Share Posted July 19, 2013 LoL XD Try to balance between me and him,, cause also both of us have our own opinion,, and both of them are right ;) Link to comment Share on other sites More sharing options...
Amanea Posted July 19, 2013 Report Share Posted July 19, 2013 I don't think anyone else has substantiated their opinion here except A Background Character. Anyways, it's not my archetype. Link to comment Share on other sites More sharing options...
Darthakin Posted July 20, 2013 Author Report Share Posted July 20, 2013 I think Time is "someone" and gave "An opinion" Link to comment Share on other sites More sharing options...
Amanea Posted July 20, 2013 Report Share Posted July 20, 2013 Key word: substantiated. You know, there is really no point in being stubborn for the sake of being stubborn. Link to comment Share on other sites More sharing options...
Darthakin Posted July 20, 2013 Author Report Share Posted July 20, 2013 I could tell you the same thing though. I've already made A lot of cards that neglect their bad effects. And fusions that make up for their weakness. And a field spell that helps with the "graveyard" SO I dont get why there is another problem... Link to comment Share on other sites More sharing options...
宇佐見 蓮子@C94 Posted July 20, 2013 Report Share Posted July 20, 2013 I don't always post reviews, but when I do, I have to make a substantial one. (WTF does that even mean?) Alright, like the others have stated, these cards are very gimmicky and they seem to focus more on theming rather than making a competitive deck. While Elemental Regulation is a good card and helps the archetype, you'll probably end up having no cards on the field to protect you as the E-Rulers are very solitary in nature. Trying to make archetypes based on one card (in this case, Ruler's Unite) is a pretty bad idea. I mean, look at how Contact Fusions turned out. You would be stuck having just one card on the field, unable to do anything without it being a -2. If you don't have Ruler's Unite, you're screwed. If you don't have E-Regulation, you're screwed. The thing is, you don't need the self-destroying effects. I get that you want them to get to the grave quickly, but you don't have to turn them into masochists. Cards nowadays get destroyed in less than a turn, or, if you're desperate to get E Rulers on the grave, just make a Lightsworn build. Plus, the only useful Fusions are Twilight and Storm, but only because they have ridiculous effects that wreck popular meta decks. (even then they're too risky to be used competitively) Also, correct me if I'm wrong, but Ruler's Unite seem to banish from the field, thus making it even worse. Link to comment Share on other sites More sharing options...
Darthakin Posted July 20, 2013 Author Report Share Posted July 20, 2013 Rulers unite doesn't banish cards at all o.o Also, I'll see what's next. I might change the effects in the end Link to comment Share on other sites More sharing options...
宇佐見 蓮子@C94 Posted July 20, 2013 Report Share Posted July 20, 2013 Well then, how do you SS the Fusions? Does it send to the grave? Because it doesn't change the issue of it being a -2. Link to comment Share on other sites More sharing options...
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