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DAMNED Monsters ?! > New Archetype


BatMed

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My first set about Zombies O.o

I hope you like this set :D

 

 

 

 

 

373217LV3NecromancerofDamnedCorpse.png

 

If this card would be destroyed, you can pay 1000 Life points: Change it to face-up Defense Position instead, and if you do: This card gain 2000 DEF. Each time you take damage during your opponent turn, you can put 1 “Dreadful” Counter on this card (max 4). Once Per Turn you can remove 1 Dreadful counter from this card to Special Summon 1 Level 4 or lower "Damned" monster from your Graveyard, if you do, Place 1 “dreadful” Counter on the special summoned monster.

 

 

 

 

333851LV3TheDamnedSpirit.png

 

When this card is special summoned; Target 1 card in your graveyard: add it to your hand. This card gain 500 ATK for each “Dreadful” counter on it. You may remove 1 dreadful counter from this card to add 1 card from your graveyard to your hand.

 

 

 

 

319676LV3TheWickedDamnedSwordsmen.png

 

When this card is special summoned, you may put 1 “Dreadful” counter on it. This card gain 800 ATK for each “Dreadful” counter on it. If this card would be destroyed; Remove 1 dreadful counter from it instead. Once Per Turn During you Main-Phase: you must pay 500 Life Point or destroy this card.

 

 

 

 

990003LV4BlackDamnedUnicorn.png

 

Once per turn, you can either: Target 1 monster on the fieldequip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, put 1 “dreadful” Counter on that target. When that target destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the half ATK of the destroyed monster in the Graveyard. When you unequip this card from a monster; remove all dreadful counter from that monster.

 

 

 

 

192280LV4DamnedWorm.png

 

Each time this card Inflict Battle Damage to your opponent by direct attack, you can put 1 Dreadful counter on this card (max 3). This card gain 300 for each Dreadful counter on it. During your Battle-Phase you can remove 3 dreadful counter from this card: this monster can attack your opponent directly during that Battle .

 

 

 

379019LV4TheDamnedPaladin.png

 

This card cannot be destroyed result monsters effect. This card gains 200 ATK for each Dreadful counter on it. Once Per Turn you can remove 2 dreadful counters from this card; Destroy 1 face-up monster your opponent control.

 

 

 

 

556124LV6TheDamnedPaladin.png

 

When this card is summoned, you can place 1 Dreadful Counter on each face-up monster you control. Each time this card Inflict Damage to your opponent, you can put one dreadful counter on this card (max 2). This card gains 500 ATK for each Dreadful counter on it. Once Per Duel If this card would be destroyed while it has no Dreadful counter; Put 2 Dreadful counters instead. Once Per turn you can remove 1 Dreadful counter from this card: You take no Battle Damage During that Turn.

 

 

 

 

275161R3HantedDamnedSpirit.png

 

2 Level 3 Damned Monsters

When this card is successfully xyz summoned: Put Dreadful counters on this card equal the amount of dreadful counters that was on the xyz materials. This card gains 300 points for each dreadful counter on it. Once Per Turn, you may remove 1 xyz material from this card: Decrease the ATK of all monsters your opponent controls by 300 ATK until the End-Phase. If this card would be destroyed by Battle: Inflict damage to your opponent equal this card's ATK, and then destroy the attacked monster. If you do: Destroy this card during the End-Phase.

 

 

 

 

 

517969R4VampiresDanmedPrince.png

 

2 Level 4 Damned Monsters

When this card is successfully xyz summoned: Put Dreadful counters on this card equal the amount of dreadful counters that was on the xyz materials. This card gains 400 points for each dreadful counter on it. Once Per Turn you can Detach 1 xyz material from this card; target 1 monster your opponent control. During the next turn after the activation of this effect: Change that target to Defense position (it cannot switch his battle position while you control this card).

 

 

 

 

630095R6DraculaTheDamnedKing.png

 

2 Level 6 Damned Monsters

When this card is successfully xyz summoned: Put Dreadful counters on this card equal the amount of dreadful counters that was on the xyz materials. This card gains 300 points for each dreadful counter on it. Once Per Turn you can Detach 1 xyz material from this card; target 1 monster your opponent control. During the next turn after the activation of this effect: The ATK of the Target becomes 0. While this card has xyz materials, it cannot be destroyed result battle.

 

 

 

545930LV10TheDamnedLordofDarkness.png

 

Cannot be normal summoned or set. Must first be special summoned by the effect of “Descent of the Damned Lord”. When this card is summoned; Destroy all “Damned” monsters you control except “Necromancer of Damned-Corpse” and then Put 1 Dreadful counter on this card for each “Damned” monster was sent to the graveyard result this card effect (max 4). This card gain 1000 ATK for each Dreadful counter on it. This card cannot be destroyed result Battle. Each Time you special summon a monster from your graveyard; Inflict 500 Damage to your opponent. Each Time you add a card from your graveyard to your hand; you gain 500 Life Points. Remove 5 Dreadful counters from “Damned” monsters you control: Destroy all monsters your opponent control (you cannot declare an attack during the turn you activate this effect).

 

 

464558TheDamnedForest.png

 

While you control this card; you take no Damage result the effects of "Damned" cards you control (except this one). While you control this card: Pay 300 Life Points during your Main-Phase or Destroy this card. Once Per Turn you can activate 1 of the following effects:

*Remove 3 Dreadful counters from "Damned" monsters you control: Destroy 1 monster your opponent controls.

*Pay 500 Life Point: Special summon 1 "Damned" monster from your graveyard and put 1 dreadful counter on it.

If this card would be destroyed: Remove all Dreadful counters from all damned monsters you control instead.

 

 

 

936428TheDamnedOrb.png

 

Once Per Turn you can Put 1 Dreadful counter on 2 "Damned" monsters you control. Remove any number of Dreadful counters from Damned monsters you control: Banish 1 monster your opponent control whose Level Star equal the number of Dreadful counters you removed. Once Per Turn During your Main-Phase: You must Pay 300 Life Points or destroy this card.

 

 

 

 

305916TheDescentoftheDamnedLord.png

 

This card can only equip "Necromancer of Damned-Corpse". While equipped to a monster: That monster gains 500 DEF. While you control this card: you gain 600 Life points each time you special summon a monster from your graveyard. While equipped to "Necromancer of Damned-Corpse"; that monster gains the following effect:

*Once per Turn you can offer 1 "Damned" monster you control: Put 1 Dreadful counter on all "Damned" monsters you control (except this card).

 

 

 

 

864172TheMagicBookofDamnedSpells.png

 

You can only activate this card if you control "The Damned Forest". If a "Damned" monster you control would be destroyed; Put 1 Dreadful counter on it: If it still would be destroyed; Banish it and End that Battle-Phase instead. If you banish 3 "Damned" monster result this card's effect: Special summon from your hand or Deck 1 "The Damned Lord of Darkness". While you control this card, "The Damned Lord of Darkness" cannot be destroyed result Cards effect.

 

 

 

 

 

 

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[b]If I gave a good review, could you give me a like/rep? It helps me out in the [url=http://forum.yugiohcardmaker.net/topic/304621-review-board-remember-if-someone-did-a-good-review-rep-them/]Review Board.[/url][/b]

 

You really really need to work on your OCG, it makes half the cards very confusing, and they are very broken at times. I will fix your OCG later, for now, just read my reviews.

Necromancer
It is quite powerful. The Life Points cost is quite high, and you will need to take damage for it to work. If it is from a card effect, it isn't that big of a deal. I think making a Level 3 monster into a 2500 Defender is a bad design choice, I would make it only gain 1500 instead, it can still stand up to certain things, but it isn't insane. I also don't like how you can easily make a Rank 3 engine with this guy; if you have more of this guy in the Graveyard, you can continue to use the effect. I would change the last effect to a "This effect of X can only be actiated once per turn" instead to avoid that.


Spirit
I don't like the first part one bit. Not only are Zombies very easy to Summon, but you basically make this usable in many Decks. Had it only been for the Archetype, I would still dislike the design a bit, since it is costless. On top of that, it can add any card to the hand if it had Dreadful Counters on it, and that isn't even once per turn. Clearly, you weren't thinking when making this card, remake this card right now.

Swordsmen
First, your name says "men", but I only see one guy. Doesn't make much sense to me. Secondly, it's ATK gain is too much. It can make itself very powerful very fast, and if you use Necromancer. I would have been fine had it only been 500 like the other, but I don't really like that. Otherwise, not as bad as the first two.

Unicorn
Alright, this is the point where I need to talk about your theme. You wish to use Counters, yet you don't really have a theme for monster of your monsters. This isn't always the worst thing, but your cards need to play together with each other. Now, this guy's text confuses me a little bit. You say that while it is equipped, you put 1 Dreadful Counter on the target. Now, that doesn't make a lot of sense to me, since you don't say when it happens. Anyway, this card seems fairly balanced enough, getting it out can be a little bit of a problem if you want it together with Swordsman to make a high ATK monster with a burn effect, but that said, it isn't that bad design, and the last effect, while I got no idea why you would wish to unequip it, is balanced I suppose. I got no idea why you didn't make this an Union, since you already used the Union clause.

Worm
This card seems pretty useless. Getting 3 on this guy doesn't sound very easy, nor really worth it I would say. Direct damage is generally kind of useless unless you can lock your opponent down, as with the famous Watt-lock. This doesn't seem to be very useful honestly.

Paladin
It is a pretty powerful card, not only does it have 1900 ATK, but it also gains 200 ATK for each Counter on it, and it can pop a monster. I wouldn't call it very good design, but the cost is still 2, so it isn't that bad, and it is only once per turn. I would lower the ATK just a tiny bit though. Maybe to 1700 instead.

Guardian
Why is it called Guardian when this card attacks? Weird choices in terms of names and effects.Anyway this card has some flaws in terms of playability, as when it is played, you most likely want to use its effect, but to boost this guy's ATK as well, and since it's protetion is only for if it has no Counters, this guy just doens't play very well together with himself. Another problem is your last effect. It only works during your turn. That's a huge flaw, and shows you again why you need to work on your OCG.

Hanted Spirit
This card has confusing OCG as well, which kind of points? Your OCG changes up all the time, it looks like you have no idea how to write cards. You need to specify this kind of stuff, otherwise, who knows what you actually mean by the cards. Either way, I like the idea behind your Xyz Monsters with the counter system. Now, this guy is kind of powerful, making it pretty much unbeatable. Your opponent won't want to trigger it, so you need to either do it yourself, or force your opponent to battle. That is a pretty nice protection, might be too powerful with your engines though in my book. It doesn't do a lot else, though I still cannot say it is too good design.

Prince
This card seems pretty meh. It doesn't really have any protection, and its effect is slow. The only decent thing would be the ATK gain, but the Level 4s you have are kind of harder to get Counters on without the aid of the Level 3s. It isn't broken, but I would rather want to use other cards tbh. Also, another OCG thing here, you don't say when the "next turn after activation" effect is suppose to activate. Only things that end at certain points work that way, since they arn't suppose to trigger. You must change these flaws.

King
This guy would be pretty powerful, had it an easier way to get out. Since you only have 1 Level 6 monster, it isn't all that easy to get out, but that said, it can become very powerful. 2500+ ATK on top of the 0 ATK is quite powerful. The can just change the target's position, so that isn't a  big deal really, but it still makes that card sort of useless in terms of attacking for a while.

Lord of Darkness & Descent
I dislike these two card's combo. At first, Lord of Darkness doesn't seem that bad, but since it has both battle and effect protection, the only way to get rid of it is to destroy Descent. Granted, Descent does take some time to get out, but at the same time, you can swarm quite easily, Zombies can as well. The effect of Decent is kind of confusing, as it doesn't protect the monster, rather it gives it a Counter, which I suppose is for it to gain ATK. Now, this can become a problem to get them banished, though since you can just use card effects as well, it isn't that big of a deal, or you can just make your opponent use some of their effects or battle, even though they most likely want to not do that to not sit with Lord of Darkness. It is interesting, but I  really dislike the fact that Lord of Darkness is so hard to get rid of. Yes, as said, you can just destroy that card, but at the same time, since you can grab cards again with some of your cards' effects, you can easily just Set it again, or have multiple of it out at the same time. On top of that, if you use multiple, you can get out more Lord of Darknesses and make some powerful combos, and the burn on Darkness helps with that. Oh, and the name written in the text isn't the name of the card, might want to change that.

Forest
I dislike how easy it is to Special Summon a monster, and since this nulifies many of the Damned cards, it is very powerful. It doesn't work for Necro, thank god, but Necro still needs a fix itself. As a Field, you can at least not use two, but if you have two, you can use it to Summon Spirit, get back Forest, destroy Forest and play the other Forest, and then Summon another monster. It isn't a good design, so once again, I sugges you change the once per turn clause to say "This effect of X can only be used once per turn". Also, the cost needs to be something else than Life Points, that simply sin't fair in my book

Orb
It is alright for what it does, but you always need two Damned monsters to actually use it, making it a bit harder to use right, since if you don't have the other at resolution, you won't get anything. As a Trap Card, you can also use its effects during you opponent's turn (at activation that is, not at other times, unless it says so), meaning you can boost your Damned monsters' ATK when they attack, making this multi-use. The remove effect isn't all that useful really, also, it is mandatory the way it is currently written, so you probably want to change that.

 

Magic Book

I don't think this will see much use. Since it is hard to actually play, and it isn't really worth it, for the cost and for its meh other effects. It isn't broken, but since you already have many other options to make Counters, I don't see the point.

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If I gave a good review, could you give me a like/rep? It helps me out in the Review Board.

 

You really really need to work on your OCG, it makes half the cards very confusing, and they are very broken at times. I will fix your OCG later, for now, just read my reviews.

Necromancer
It is quite powerful. The Life Points cost is quite high, and you will need to take damage for it to work. If it is from a card effect, it isn't that big of a deal. I think making a Level 3 monster into a 2500 Defender is a bad design choice, I would make it only gain 1500 instead, it can still stand up to certain things, but it isn't insane. I also don't like how you can easily make a Rank 3 engine with this guy; if you have more of this guy in the Graveyard, you can continue to use the effect. I would change the last effect to a "This effect of X can only be actiated once per turn" instead to avoid that.


Spirit
I don't like the first part one bit. Not only are Zombies very easy to Summon, but you basically make this usable in many Decks. Had it only been for the Archetype, I would still dislike the design a bit, since it is costless. On top of that, it can add any card to the hand if it had Dreadful Counters on it, and that isn't even once per turn. Clearly, you weren't thinking when making this card, remake this card right now.

Swordsmen
First, your name says "men", but I only see one guy. Doesn't make much sense to me. Secondly, it's ATK gain is too much. It can make itself very powerful very fast, and if you use Necromancer. I would have been fine had it only been 500 like the other, but I don't really like that. Otherwise, not as bad as the first two.

Unicorn
Alright, this is the point where I need to talk about your theme. You wish to use Counters, yet you don't really have a theme for monster of your monsters. This isn't always the worst thing, but your cards need to play together with each other. Now, this guy's text confuses me a little bit. You say that while it is equipped, you put 1 Dreadful Counter on the target. Now, that doesn't make a lot of sense to me, since you don't say when it happens. Anyway, this card seems fairly balanced enough, getting it out can be a little bit of a problem if you want it together with Swordsman to make a high ATK monster with a burn effect, but that said, it isn't that bad design, and the last effect, while I got no idea why you would wish to unequip it, is balanced I suppose. I got no idea why you didn't make this an Union, since you already used the Union clause.

Worm
This card seems pretty useless. Getting 3 on this guy doesn't sound very easy, nor really worth it I would say. Direct damage is generally kind of useless unless you can lock your opponent down, as with the famous Watt-lock. This doesn't seem to be very useful honestly.

Paladin
It is a pretty powerful card, not only does it have 1900 ATK, but it also gains 200 ATK for each Counter on it, and it can pop a monster. I wouldn't call it very good design, but the cost is still 2, so it isn't that bad, and it is only once per turn. I would lower the ATK just a tiny bit though. Maybe to 1700 instead.

Guardian
Why is it called Guardian when this card attacks? Weird choices in terms of names and effects.Anyway this card has some flaws in terms of playability, as when it is played, you most likely want to use its effect, but to boost this guy's ATK as well, and since it's protetion is only for if it has no Counters, this guy just doens't play very well together with himself. Another problem is your last effect. It only works during your turn. That's a huge flaw, and shows you again why you need to work on your OCG.

Hanted Spirit
This card has confusing OCG as well, which kind of points? Your OCG changes up all the time, it looks like you have no idea how to write cards. You need to specify this kind of stuff, otherwise, who knows what you actually mean by the cards. Either way, I like the idea behind your Xyz Monsters with the counter system. Now, this guy is kind of powerful, making it pretty much unbeatable. Your opponent won't want to trigger it, so you need to either do it yourself, or force your opponent to battle. That is a pretty nice protection, might be too powerful with your engines though in my book. It doesn't do a lot else, though I still cannot say it is too good design.

Prince
This card seems pretty meh. It doesn't really have any protection, and its effect is slow. The only decent thing would be the ATK gain, but the Level 4s you have are kind of harder to get Counters on without the aid of the Level 3s. It isn't broken, but I would rather want to use other cards tbh. Also, another OCG thing here, you don't say when the "next turn after activation" effect is suppose to activate. Only things that end at certain points work that way, since they arn't suppose to trigger. You must change these flaws.

King
This guy would be pretty powerful, had it an easier way to get out. Since you only have 1 Level 6 monster, it isn't all that easy to get out, but that said, it can become very powerful. 2500+ ATK on top of the 0 ATK is quite powerful. The can just change the target's position, so that isn't a  big deal really, but it still makes that card sort of useless in terms of attacking for a while.

Lord of Darkness & Descent
I dislike these two card's combo. At first, Lord of Darkness doesn't seem that bad, but since it has both battle and effect protection, the only way to get rid of it is to destroy Descent. Granted, Descent does take some time to get out, but at the same time, you can swarm quite easily, Zombies can as well. The effect of Decent is kind of confusing, as it doesn't protect the monster, rather it gives it a Counter, which I suppose is for it to gain ATK. Now, this can become a problem to get them banished, though since you can just use card effects as well, it isn't that big of a deal, or you can just make your opponent use some of their effects or battle, even though they most likely want to not do that to not sit with Lord of Darkness. It is interesting, but I  really dislike the fact that Lord of Darkness is so hard to get rid of. Yes, as said, you can just destroy that card, but at the same time, since you can grab cards again with some of your cards' effects, you can easily just Set it again, or have multiple of it out at the same time. On top of that, if you use multiple, you can get out more Lord of Darknesses and make some powerful combos, and the burn on Darkness helps with that. Oh, and the name written in the text isn't the name of the card, might want to change that.

Forest
I dislike how easy it is to Special Summon a monster, and since this nulifies many of the Damned cards, it is very powerful. It doesn't work for Necro, thank god, but Necro still needs a fix itself. As a Field, you can at least not use two, but if you have two, you can use it to Summon Spirit, get back Forest, destroy Forest and play the other Forest, and then Summon another monster. It isn't a good design, so once again, I sugges you change the once per turn clause to say "This effect of X can only be used once per turn". Also, the cost needs to be something else than Life Points, that simply sin't fair in my book

Orb
It is alright for what it does, but you always need two Damned monsters to actually use it, making it a bit harder to use right, since if you don't have the other at resolution, you won't get anything. As a Trap Card, you can also use its effects during you opponent's turn (at activation that is, not at other times, unless it says so), meaning you can boost your Damned monsters' ATK when they attack, making this multi-use. The remove effect isn't all that useful really, also, it is mandatory the way it is currently written, so you probably want to change that.

 

Magic Book

I don't think this will see much use. Since it is hard to actually play, and it isn't really worth it, for the cost and for its meh other effects. It isn't broken, but since you already have many other options to make Counters, I don't see the point.

 

thanks for reviewing.. I'll remake this set :D

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