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Relaunching this set! (after being excluded years ago IDK why)

First: All cards here are OVERPOWERED on purpose.
Second: There only one of each card in the "Yu-Gi-Oh! World". You can have only 1 "God Protector" in your Deck.
Some effects might be confusing. Let me know how I can clarify them.

Condition of dueling: You must inform the opponent the existence of the card in your Deck.
Condition of summoning: Must tribute 3 monsters and pay half of Life Points. Its summon cannot be negated by any card effect.
Another condition: All monsters can only be sent to the Graveyard from the field.
Didn't put these on the description because it would be too hard to read.

God Protectors

[spoiler=Spirit]
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Lore: As long as this card is not banished: Your monsters cannot return to your hand by opponent's card effects. When this card is Summoned: return all monsters your opponent controls to the hand and inflict 300 damage to your opponent for each card returned this way. Once per turn, while this card is in your Graveyard: Target 1 card in your Graveyard (except this card); return that target to your hand.
[/spoiler]
[spoiler=Power]
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Lore: As long as this card is not banished: Normal Monsters you control can perform a second attack during each Battle Phase. When this card is Summoned: All face-up monsters your opponent controls lose 500 ATK and DEF. This card can attack all monsters your opponent controls once each, but if it uses this effect, other monsters you control cannot declare an attack this turn, also destroy this card during the End Phase. Once per turn, while this card is in your Graveyard: Target 1 monster you control; that target gains 500 ATK and DEF.
[/spoiler]
[spoiler=Perfection]
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Lore: At the start of the duel, if your opponent's Deck has more than 40 cards, send cards from the top of your opponent's Deck to the Graveyard until the Deck has 40 cards. As long as this card is not banished: Your opponent's maximum hand size is 5. Face-up monsters that have numbers other than 0 in the tens place of either their original ATK or DEF are banished. While this card is in your Graveyard, you can draw cards until you have 5 in your hand.
[/spoiler]
[spoiler=Evolution]
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Lore: During your Standby Phase: This card gains 300 ATK and DEF. While this card is in your Graveyard, you can Normal Summon Normal monsters without tributing. Once per turn: You can target 1 face-up monster; apply 1 of these effects.
- That target is treated as a Tuner monster while it is face-up on the field.
- Declare a number between 1 and 12. That target's Level becomes the declared number.
[/spoiler]
[spoiler=Hope]
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Lore: When Summoned: you can return all opponent’s monsters to the owner’s hand and Special Summon 1 monster from your Graveyard. If your Life Points are lower than 2000, when this card is sent to the Graveyard: gain 8000 Life Points. Once per duel, if your Life Points are about to decrease to 0 by battle: pick up (not draw) 1 card. If this card is a monster, Special Summon it. If not, destroy the attacking monster. If it is this card, you win the duel.
[/spoiler]
[spoiler=Soul]
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Lore: As long as this card is not banished: If conditions are met, you can activate Ignition Effects of any Monster on the field as many times as you wish. When Summoned: target 3 cards on the field; destroy them. Once per turn: Take control of 1 opponent’s monster until the end of the turn. That monster is destroyed at the end of the turn. As long as this card is in your Graveyard, once per turn: Special Summon 1 monster from Graveyard (except this card).
[/spoiler]
[spoiler=Knowledge]
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Lore: As long as this card is on the field: Your opponent must show his hand, his Deck and the top card of his Deck. Once per turn, activate one of the following effects:
- Send randomly 1 card from your opponent's Deck to your Graveyard.
- Send randomly 1 card from your opponent's hand to your Deck.
After any of these effects, you own that card. As long as this card is in your Graveyard: You can discard 1 card to return this card to your hand.
[/spoiler]
[spoiler=Multiplicity]
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Lore: At the start of the duel, your opponent banishes all second and third copies of each card they own. If your opponent has more cards in their hand than you do when this card is Summoned: Draw up to 3 cards and your opponent discards 2 cards of their choice. If this card is in your Graveyard: You can target 1 monster you control; Special Summon all cards with the same name from your Deck.
[/spoiler]
[spoiler=Life]
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Lore: As long as this card is not banished: You gain 300 LP each of your Standby Phases. During the End Phase, if this card is in your Graveyard: You can Special Summon all monsters that were destroyed (by battle or card effect) this turn from your Graveyard. When this card is Summoned: Double your Life Points. Any effect that would inflict damage to you increases your Life Points by the same amount instead.
[/spoiler]
[spoiler=Infinity]
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Lore: Cannot leave the field after being Summoned, except by the effect of "Chaos Punishment". This card cannot attack nor be targeted for an attack, but doesn't prevent your opponent from attacking you directly. During the End Phase: Destroy all monsters that attacked you directly this turn. While this card is face-up on your side of the field or in your Graveyard: You can inflict 100 damage to your opponent for every card that has been destroyed by this card's effect. When this card is Summoned: Destroy all monsters your opponent controls.
[/spoiler]
[spoiler=Order]
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Lore: Your opponent cannot conduct their Battle Phase. When this card is Summoned: You can shuffle all cards from your hand into the Deck, then draw that same number of cards. During your opponent's Standby Phase, if this card is in the Graveyard: Your opponent shuffles their Deck. While this card is in the Graveyard, all monsters can attack all monsters their controller's opponent controls once each.
[/spoiler]
[spoiler=Time]
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Lore:As long as this card is not banished: Target 1 monster your opponent controls; during your 3rd Standby Phase after this card's activation, destroy that target. While this card is in your Graveyard, all cards sent to your opponent's Graveyard are banished instead. During the Standby Phase: This card and all monsters your opponent controls lose 300 ATK and DEF.
[/spoiler]
[spoiler=Space]
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Lore: As long as this card is not banished: You have no maximum hand size. When this card is Summoned: Choose 2 of your opponent's unused Card Zones; while this face-up card is on the field, those Card Zones cannot be used. Your opponent's maximum hand size is 4. While this card is in your Graveyard, your opponent can attack with only 1 monster per turn.
[/spoiler]
[spoiler=Wilderness]
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Lore: As long as this card is not banished: your opponent cannot use a Monster Card Zone that shares a column with a monster you control. This card can only attack your opponent directly during the turn it is Summoned. Your opponent cannot use a Spell/Trap Card Zone that shares a column with a monster you control. If there is no face-up Spell Card in a Card Zone that shares a column with a monster, that monster gains 500 ATK. While this card is in your Graveyard, your monsters cannot be banished.
[/spoiler]
[spoiler=Creation]
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Lore: Once per turn: Special Summon 1 "Creation Token" (EARTH/Insect/Level 1/ATK 0/DEF 0) in Defense Position to either side of the field. Your opponent cannot Tribute "Creation Tokens" for a Tribute Summon. You can Tribute "Creation Tokens" your opponent controls as if you controlled them. When this card is targeted for an attack: You can target 1 "Creation Token"; make that target the attack target. If this card is destroyed: Destroy all Tokens on the field. The ATK and DEF of this card are equal to number of Tokens on the field x 1000.
[/spoiler]
[spoiler=Matter]
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Lore: During your opponent's Battle Phase, as long as this card is not banished: Double the DEF of all monsters you control. When this card is Summoned: Add 1 "Polymerization" card from your Deck or Graveyard to your hand. You can substitute this card for any 1 Fusion Material Monster or a Synchro Material Monster of any Level, but the other Fusion/Synchro Material Monster(s) must be correct, and are banished instead. During your Main Phase: You can Special Summon this card from your Graveyard.
[/spoiler]
[spoiler=Energy]
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Lore: During your Standby Phase, as long as this card is not banished: Face-up monsters you control gain 100 ATK and DEF, also face-up monsters your opponent controls lose 100 ATK and DEF. At the end of the Battle Phase: Halve the ATK and DEF of all monsters that attacked this card. While this card is in your Graveyard, you can activate Trap Cards the same turn they are Set.
[/spoiler]
[spoiler=Union]
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Lore: As long as this card is not banished: if a Union Monster that is being equipped to a monster would be destroyed, Special Summon it in Attack Position instead. If there are 2 or more face-up monsters with the same name on the field, they gain 800 ATK and DEF. If this card is in your Graveyard: You can target 1 face-up monster you control; equip this card to that target.
[/spoiler]
[spoiler=Destiny]
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Lore: As long as this card is not banished, when a Normal Monster(s) you control is destroyed (either by battle or card effect):shuffle them into the Deck. When you activate a Spell Card: return it to your hand instead of sending it to the Graveyard, but you cannot activate other cards that share the same name with it for the rest of this turn. Once per Duel, if this card is in your Graveyard: Activate 1 of these effects:
- Return this card to your hand.
- If your Life Points are less than 2000: banish the top half of your opponent's Deck, rounded down.
[/spoiler]
[spoiler=Divinity]
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Lore: This card cannot be destroyed by battle or card effects. When this card leaves the field: Inflict 2000 damage to your opponent. During your Main Phase: You can change this card's battle position. After this card is Summoned, you take no battle damage while you control this face-up card. At the start of the Damage Step, if this card attacked a monster your opponent controls: return that monster to the hand. If this card attacks your opponent directly: Draw 1 card.
[/spoiler]
[spoiler=Chaos Punishment]
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Lore: Banish 1 "God Protector" on the field.
[/spoiler]

Please comment, point errors, rate it and share.

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If they're overpowered on purpose, should they even be in the Realistic Cards section?

 

Anyway, although this will make the card text shrink to nigh-unreadability, it's still good to put the summoning condition into every single card.

 

Now, on to card lore fixes and critiques. I won't include the Summoning conditions.

 

[spoiler Spirit]While this card is on your side of the field or in your Graveyard, your monsters cannot return to your hand by opponent's card effects. When this card is Summoned: Return all monsters your opponent controls to the hand and inflict 300 damage to your opponent for each card returned this way. Once per turn, while this card is in your Graveyard: Target 1 card in your Graveyard (except this card); return that target to your hand.[/spoiler]

I don't understand the conditions for the first effect. Does it mean that you gain protection against the opponent's bounce effects even if this card is in a place that's not considered public knowledge (in hand or Deck)? I've changed the condition such that it will only apply where its presence becomes public knowledge.

 

[spoiler Power]While this card is on your side of the field or in your Graveyard, Normal Monsters you control can perform a second attack during each Battle Phase. When this card is Summoned: All face-up monsters your opponent controls lose 500 ATK and DEF. This card can attack all monsters your opponent controls once each, but if it uses this effect, other monsters you control cannot declare an attack this turn, also destroy this card during the End Phase. Once per turn, while this card is in your Graveyard: Target 1 monster you control; that target gains 500 ATK and DEF.[/spoiler]

Never forget the phrase "you control". You don't want your continuous effects aiding the opponent unless that's your intention.

 

[spoiler Perfection]At the start of the Duel, if your opponent's Deck has more than 40 cards: You can reveal this card in your hand or in your Deck; send cards from the top of your opponent's Deck to the Graveyard until their Deck has 40 cards. While this card is on your side of the field or in your Graveyard, Your opponent's maximum hand size is 5. Face-up monsters that have numbers other than 0 in the tens place of either their original ATK or DEF are destroyed. While this card is in your Graveyard, you can draw cards until you have 5 in your hand.[/spoiler]

HAX. Even by the standards of all the other God Protectors, HAX. Even by the standards of several other gamebreakers in the actual card game, HAX. Why would you think that last effect is a good idea? I could mill this with Foolish Burial and never drop below 5 hand cards at any point in the Duel. I will never need to Summon this card to exploit it to its fullest. I've also modified the first effect such that you must be able to make its presence public knowledge before you even use it, but I'd prefer if this only happens if it's in your opening hand.

 

[spoiler Evolution]During your Standby Phase: This card gains 300 ATK and DEF. While this card is in your Graveyard, you can Normal Summon Level 5 or higher monsters without Tributing. Once per turn: You can target 1 face-up monster; apply 1 of these effects.

- That target is treated as a Tuner monster while it is face-up on the field.

- Declare a number between 1 and 12. That target's Level becomes the declared number.[/spoiler]

So, I can Normal Summon all the other God Protectors afterwards without Tributes just by paying half my Life Points now?

 

[spoiler Hope]When this card is Summoned: You can target 1 monster in your Graveyard; Special Summon that target, also return all monsters your opponent controls to the hand. If this card is sent to the Graveyard while your Life Points are 1000 or less: Gain 8000 Life Points. Once per Duel, if your Life Points would become 0 due to battle damage: You can reveal this card in your hand; reveal the top card of your Deck. If it is a monster, Special Summon it. If not, destroy the attacking monster. If you reveal "The God Protector of Hope" from your Deck this way, you win the Duel.[/spoiler]

There appears to be an inherent misunderstanding on how you interpret continuous monster effects. Unless other conditions are specified, the effects only apply while they are on the field. This card makes so many misconceptions about effects that activate outside the field that I have to alter its effect to make it far less confusing.

 

[spoiler Soul]While this card is on your side of the field or in your Graveyard, you can activate Ignition Effects of any Monster you control as many times as you wish, ignoring their activation conditions. When this card is Summoned: Target 3 cards on the field; destroy them. Once per turn: You can target 1 monster your opponent controls; take control of that target. It is destroyed during the End Phase. Once per turn, while this card is in your Graveyard: You can target 1 monster in your Graveyard, except this card; Special Summon that target.[/spoiler]

So many cards are balanced with the "once per turn" and "once per Duel" clause. If you recall Mass Driver and Substitoad, you should realize that ignoring that clause will break so many cards.

 

[spoiler Knowledge]Your opponent must play with their hand and top card of their Deck revealed. If this card is in your Graveyard: You can discard 1 card; return this card from your Graveyard to your hand. Once per turn: You can activate 1 of these effects;

- Shuffle your opponent's Deck, then send the top card of your opponent's Deck to your Graveyard. You are now considered the owner of that card.

- Your opponent puts 1 random card from their hand on top of your Deck. You are now considered the owner of that card.[/spoiler]

Oh boy, changing the owner of a card? I can't see anything wrong with that! </sarcasm> It's also a very good way of getting yourself disqualified for marking cards if your sleeves don't match the opponents.

 

[spoiler Balance]Not cool. Not balanced at all. Most ironic name in this set.[/spoiler]

 

You know what, I give up. Terrible gamebreakers, even by the standards of existing gamebreakers, and many, many misconceptions of continuous monster effects.

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If they're overpowered on purpose, should they even be in the Realistic Cards section?

 

Anyway, although this will make the card text shrink to nigh-unreadability, it's still good to put the summoning condition into every single card.

 

Now, on to card lore fixes and critiques. I won't include the Summoning conditions.

 

[spoiler Spirit]While this card is on your side of the field or in your Graveyard, your monsters cannot return to your hand by opponent's card effects. When this card is Summoned: Return all monsters your opponent controls to the hand and inflict 300 damage to your opponent for each card returned this way. Once per turn, while this card is in your Graveyard: Target 1 card in your Graveyard (except this card); return that target to your hand.[/spoiler]

I don't understand the conditions for the first effect. Does it mean that you gain protection against the opponent's bounce effects even if this card is in a place that's not considered public knowledge (in hand or Deck)? I've changed the condition such that it will only apply where its presence becomes public knowledge.

 

[spoiler Power]While this card is on your side of the field or in your Graveyard, Normal Monsters you control can perform a second attack during each Battle Phase. When this card is Summoned: All face-up monsters your opponent controls lose 500 ATK and DEF. This card can attack all monsters your opponent controls once each, but if it uses this effect, other monsters you control cannot declare an attack this turn, also destroy this card during the End Phase. Once per turn, while this card is in your Graveyard: Target 1 monster you control; that target gains 500 ATK and DEF.[/spoiler]

Never forget the phrase "you control". You don't want your continuous effects aiding the opponent unless that's your intention.

 

[spoiler Perfection]At the start of the Duel, if your opponent's Deck has more than 40 cards: You can reveal this card in your hand or in your Deck; send cards from the top of your opponent's Deck to the Graveyard until their Deck has 40 cards. While this card is on your side of the field or in your Graveyard, Your opponent's maximum hand size is 5. Face-up monsters that have numbers other than 0 in the tens place of either their original ATK or DEF are destroyed. While this card is in your Graveyard, you can draw cards until you have 5 in your hand.[/spoiler]

HAX. Even by the standards of all the other God Protectors, HAX. Even by the standards of several other gamebreakers in the actual card game, HAX. Why would you think that last effect is a good idea? I could mill this with Foolish Burial and never drop below 5 hand cards at any point in the Duel. I will never need to Summon this card to exploit it to its fullest. I've also modified the first effect such that you must be able to make its presence public knowledge before you even use it, but I'd prefer if this only happens if it's in your opening hand.

 

[spoiler Evolution]During your Standby Phase: This card gains 300 ATK and DEF. While this card is in your Graveyard, you can Normal Summon Level 5 or higher monsters without Tributing. Once per turn: You can target 1 face-up monster; apply 1 of these effects.

- That target is treated as a Tuner monster while it is face-up on the field.

- Declare a number between 1 and 12. That target's Level becomes the declared number.[/spoiler]

So, I can Normal Summon all the other God Protectors afterwards without Tributes just by paying half my Life Points now?

 

[spoiler Hope]When this card is Summoned: You can target 1 monster in your Graveyard; Special Summon that target, also return all monsters your opponent controls to the hand. If this card is sent to the Graveyard while your Life Points are 1000 or less: Gain 8000 Life Points. Once per Duel, if your Life Points would become 0 due to battle damage: You can reveal this card in your hand; reveal the top card of your Deck. If it is a monster, Special Summon it. If not, destroy the attacking monster. If you reveal "The God Protector of Hope" from your Deck this way, you win the Duel.[/spoiler]

There appears to be an inherent misunderstanding on how you interpret continuous monster effects. Unless other conditions are specified, the effects only apply while they are on the field. This card makes so many misconceptions about effects that activate outside the field that I have to alter its effect to make it far less confusing.

 

[spoiler Soul]While this card is on your side of the field or in your Graveyard, you can activate Ignition Effects of any Monster you control as many times as you wish, ignoring their activation conditions. When this card is Summoned: Target 3 cards on the field; destroy them. Once per turn: You can target 1 monster your opponent controls; take control of that target. It is destroyed during the End Phase. Once per turn, while this card is in your Graveyard: You can target 1 monster in your Graveyard, except this card; Special Summon that target.[/spoiler]

So many cards are balanced with the "once per turn" and "once per Duel" clause. If you recall Mass Driver and Substitoad, you should realize that ignoring that clause will break so many cards.

 

[spoiler Knowledge]Your opponent must play with their hand and top card of their Deck revealed. If this card is in your Graveyard: You can discard 1 card; return this card from your Graveyard to your hand. Once per turn: You can activate 1 of these effects;

- Shuffle your opponent's Deck, then send the top card of your opponent's Deck to your Graveyard. You are now considered the owner of that card.

- Your opponent puts 1 random card from their hand on top of your Deck. You are now considered the owner of that card.[/spoiler]

Oh boy, changing the owner of a card? I can't see anything wrong with that! </sarcasm> It's also a very good way of getting yourself disqualified for marking cards if your sleeves don't match the opponents.

 

[spoiler Balance]Not cool. Not balanced at all. Most ironic name in this set.[/spoiler]

 

You know what, I give up. Terrible gamebreakers, even by the standards of existing gamebreakers, and many, many misconceptions of continuous monster effects.

 

Thanks for the review of OCG.

I've written some info that I forgot, so just know that these cards are not gamebreakers. Read the top info (updated).

I fixed some ridiculous effects as "own cards from opponent".

If you can just help with the other cards OCG, i'll be thankful.

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They do not have high stats apart from infinity thing

Silly boy, high stats do not make a strong monster.

To topic poster, card effects that start applying when they're not in any zone where they can become public knowledge (i.e. applying from within the Deck at from the very beginning of the Duel) are already incredibly overpowered, since it's nigh-impossible to counter them outside of Inferno Tempest. No, informing them of their presence and even confirming that will not help alleviate their imbalance. No, creating them with the intention of Limiting them from the very beginning is not good practice for card creation.

Yes, I understand that this is "Any Other Cards" where things are less strict, but if you want a decent review, activating a continuous effect from the Deck is still incredibly ridiculous.

Now that I got this out of my system and reset my sanity, let's continue. Remember that if a monster's Continuous Effect has no other timing specified, it will mean that the effect only applies while it is face-up on the field. Nowhere else. I will use this line of logic while adjusting the effects.

[spoiler Balance]If this card is not banished: You can reveal this card from your Deck or hand (if it is there); your opponent banishes all second and third copies of each card they own. If your opponent has more cards in their hand than you do when this card is Summoned: Draw up to 3 cards and your opponent discards 2 cards of their choice. If this card is in your Graveyard: You can target 1 monster you control; Special Summon all cards with the same name from your Deck.[/spoiler]
Right then, I'll just call this the God Protector of Imbalance. Unless your opponent has cards that gain effects if they're banished (Necroface) you're basically wrecking all their contingency plans at nearly any point in the game. When I see something that has "Balance" in its name, I expect it to affect both players equally, and this is not it.

[spoiler Life]During your Standby Phase, if this card is not banished: You can reveal this card from your Deck or hand (if it is there); gain 300 Life Points. During the End Phase, if this card is in your Graveyard: You can Special Summon all monsters that were destroyed (by battle or card effect) this turn from your Graveyard. When this card is Summoned: Double your Life Points. Any effect that would inflict damage to you increases your Life Points by the same amount instead.[/spoiler]
This card just makes you a lot more difficult to kill, but that's almost it. We don't have a win condition for possessing a ridiculous amount of Life Points yet.

[spoiler Infinity]Cannot leave the field after being Summoned, except by the effect of "Chaos Punishment". This card cannot attack nor be targeted for an attack, but doesn't prevent your opponent from attacking you directly. During the End Phase: Destroy all monsters that attacked you directly this turn. While this card is face-up on your side of the field or in your Graveyard: You can inflict 100 damage to your opponent for every card that has been destroyed by this card's effect. When this card is Summoned: Destroy all monsters your opponent controls.
? ATK/? DEF[/spoiler]
"XXXX" does not exist. Best you can do is "?", though this means that the monster is unsearchable by anything that specifies an ATK parameter, and it has no ATK or DEF while on the field. Not that it matters.

[spoiler Order]Your opponent cannot conduct their Battle Phase. When this card is Summoned: You can shuffle all cards from your hand into the Deck, then draw that same number of cards. During your opponent's Standby Phase, if this card is in the Graveyard: Your opponent shuffles their Deck. While this card is in the Graveyard, all monsters can attack all monsters their controller's opponent controls once each.[/spoiler]
The God Protector of Imbalance can learn a lesson or two from this card's last effect in the "affects everyone equally" department. Other than that, its effects are rather bland (barring "your opponent cannot conduct their Battle Phase" part, but we already see this on Chacu Challhua), being an optional Reload and an enforced Shuffle. Shuffling the opponent's Deck won't really do much since rigging the top few cards of one's Deck isn't an effect that's widely used.

[spoiler Time]If this card is not banished: You can reveal this card from your hand or Deck (if it is there) to target 1 monster your opponent controls; during your 3rd Standby Phase after this card's activation, destroy that target. While this card is in your Graveyard, all cards sent to your opponent's Graveyard are banished instead. During the Standby Phase: This card and all monsters your opponent controls lose 300 ATK and DEF.[/spoiler]
Considering this card's low stats and the fact that it weakens itself, it's very, very prone to getting destroyed in battle by anything your opponent follows up with once they reach their Main Phase. Its first effect is also very easily dodged since the opponent can use the target for any other kind of Summon. The only good effect is its one-sided Macro Cosmos effect, but other than that there's nothing very impressive to it.

[spoiler Space]While this card is face-up on your side of the field or in your Graveyard, you have no maximum hand size. When this card is Summoned: Choose 2 of your opponent's unused Card Zones; while this face-up card is on the field, those Card Zones cannot be used. Your opponent's maximum hand size is 4. While this card is in your Graveyard, your opponent can attack with only 1 monster per turn.[/spoiler]
Stats: small. Self-protection: none. Thus the opponent can easily deal with this card. Restricting the number of monsters they can attack with can be a nice saving grace in slowing down an OTK.

[spoiler Wilderness]While this card is face-up on your side of the field or in your Graveyard, your opponent cannot use a Monster Card Zone that shares a column with a monster you control. This card can only attack your opponent directly during the turn it is Summoned. Your opponent cannot use a Spell/Trap Card Zone that shares a column with a monster you control. If there is no face-up Spell Card in a Card Zone that shares a column with a monster, that monster gains 500 ATK. While this card is in your Graveyard, your monsters cannot be banished.[/spoiler]
Ooh, Senet shenanigans. Cool. I'm not sitting easy with its first effect since if you somehow Summon 5 monsters in the first turn (assuming you want this to apply while it's not in a public knowledge zone) your opponent can't Summon anything. And I can perform that easily with a Gadget, Emergency Teleport, and Chain Summoning.

[spoiler Creation]Once per turn: You can declare 1 Attribute and 1 Type; Special Summon 1 "Creation Token" (???/???/Level 1/ATK 0/DEF 0) in Defense Position to either side of the field. That Token's Attribute and Type become the declared Attribute and Type. Your opponent cannot Tribute "Creation Tokens" for a Tribute Summon. You can Tribute "Creation Tokens" your opponent controls as if you controlled them. When this card is targeted for an attack: You can target 1 "Creation Token"; make that target the attack target. If this card is destroyed: Destroy all Tokens on the field. The ATK and DEF of this card are equal to number of Tokens on the field x 1000.[/spoiler]
Why not make this card gain 1000 ATK and DEF for each Token on the field? At the very least it won't reduce its own stats the first time you use its effect. Although it means that this card becomes a monstrous 4500 ATK when combined with Ojama Trio, it doesn't have any crazy Continuous effect that applies while it's not on the field, unlike the other God Protectors. ...What, you intend to make its first effect that way? No!

[spoiler Matter]During your opponent's Battle Phase, if this card is face-up on your side of the field or in your Graveyard, double the DEF of all monsters you control. When this card is Summoned: Add 1 &ldquo;Polymerization&rdquo; card from your Deck or Graveyard to your hand. You can substitute this card for any 1 Fusion Material Monster or a Synchro Material Monster of any Level, but the other Fusion/Synchro Material Monster(s) must be correct, and are banished instead. During your Main Phase: You can Special Summon this card from your Graveyard.[/spoiler]
You didn't specify where you add the "Polymerization" card from, so I'll assume it's coming from your Deck or Graveyard. Performing Fusions or Synchros without needing to sending this card to the Graveyard will be awkward to put into PSCT wording, so I let it go to the Graveyard normally. You already put an effect that lets it revive itself anyways.

[spoiler Energy]During your Standby Phase, if this card is not banished: You can reveal this card in your hand or Deck (if it is there); Face-up monsters you control gain 50 ATK and DEF even if they are not on the field. At the end of the Battle Phase: Halve the ATK and DEF of all monsters that attacked this card. While this card is in your Graveyard, you can activate Trap Cards the same turn they are Set.[/spoiler]
Intended version of this effect is rather hard to keep track of, especially since it affects cards outside the field. It's less headache-inducing to just change this into a permanent boost to all face-up monsters you control, though you'd probably need to amplify that boost a bit.

And that last effect. Ahahahaha-- Oh right, we're in Any Other Cards.

[spoiler Union]While this card is face-up on your side of the field or in your Graveyard, if a Union Monster that is being equipped to a monster would be destroyed, Special Summon it in Attack Position instead. While this card is on the field, if there are 2 or more face-up monsters with the same name on the field, they gain 800 ATK and DEF. When this card is sent to the Graveyard: You can target 1 face-up monster you control; equip this card to that target.[/spoiler]
Why would you equip this card to - oh, it's a Union monster, albeit a Union monster with a nonstandard effect. I can very easily circumvent this card's Summon condition by milling it - its effect will then let it equip to a face-up monster I control, and then once that monster leaves the field, I get the Protector God of Union as a monster.

Oh, wait, it becomes a lot more vulnerable in that state.

[spoiler Destiny]When a Normal Monster(s) you control is destroyed (either by battle or card effect): You can reveal this card from your hand or Deck (if it is there); shuffle them into the Deck. When you activate a Spell Card: return it to your hand instead of sending it to the Graveyard, but you cannot activate other cards that share the same name with it for the rest of this turn. Once per Duel, if this card is in your Graveyard: Activate 1 of these effects;
- Return this card to your hand.
- If your Life Points are less than 2000: banish the top half of your opponent's Deck, rounded down.[/spoiler]
Surprisingly, I don't really have a large problem with this. I'm a bit bothered with its Spell recycling ability, but its low stats means it won't really sit on the field for long...

[spoiler Divinity]This card cannot be destroyed by battle or card effects. When this card leaves the field: Inflict 2000 damage to your opponent. During your Main Phase: You can change this card's battle position. After this card is Summoned, you take no battle damage while you control this face-up card. At the start of the Damage Step, if this card attacked a monster your opponent controls: return that monster to the hand. If this card attacks your opponent directly: Draw 1 card.[/spoiler]
For a card with 0 ATK, it's actually quite okay given its Summon condition, without a ridiculous Continuous effect designed to apply outside of a public knowledge zone. Its effects remind me of the Timelords too. I don't have any problems with this card.

Alright, alright. Some of them are crazy gamebreakers (I'm still looking at you, Imbalance, Soul, Knowledge and Perfection.), but not all of them. If they don't have any effects that apply outside the field, their relatively low stats could justify whatever effects they have while they're present on the field.
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Silly boy, high stats do not make a strong monster.

To topic poster, card effects that start applying when they're not in any zone where they can become public knowledge (i.e. applying from within the Deck at from the very beginning of the Duel) are already incredibly overpowered, since it's nigh-impossible to counter them outside of Inferno Tempest. No, informing them of their presence and even confirming that will not help alleviate their imbalance. No, creating them with the intention of Limiting them from the very beginning is not good practice for card creation.

Yes, I understand that this is "Any Other Cards" where things are less strict, but if you want a decent review, activating a continuous effect from the Deck is still incredibly ridiculous.

Now that I got this out of my system and reset my sanity, let's continue. Remember that if a monster's Continuous Effect has no other timing specified, it will mean that the effect only applies while it is face-up on the field. Nowhere else. I will use this line of logic while adjusting the effects.

[spoiler Balance]If this card is not banished: You can reveal this card from your Deck or hand (if it is there); your opponent banishes all second and third copies of each card they own. If your opponent has more cards in their hand than you do when this card is Summoned: Draw up to 3 cards and your opponent discards 2 cards of their choice. If this card is in your Graveyard: You can target 1 monster you control; Special Summon all cards with the same name from your Deck.[/spoiler]
Right then, I'll just call this the God Protector of Imbalance. Unless your opponent has cards that gain effects if they're banished (Necroface) you're basically wrecking all their contingency plans at nearly any point in the game. When I see something that has "Balance" in its name, I expect it to affect both players equally, and this is not it.

[spoiler Life]During your Standby Phase, if this card is not banished: You can reveal this card from your Deck or hand (if it is there); gain 300 Life Points. During the End Phase, if this card is in your Graveyard: You can Special Summon all monsters that were destroyed (by battle or card effect) this turn from your Graveyard. When this card is Summoned: Double your Life Points. Any effect that would inflict damage to you increases your Life Points by the same amount instead.[/spoiler]
This card just makes you a lot more difficult to kill, but that's almost it. We don't have a win condition for possessing a ridiculous amount of Life Points yet.

[spoiler Infinity]Cannot leave the field after being Summoned, except by the effect of "Chaos Punishment". This card cannot attack nor be targeted for an attack, but doesn't prevent your opponent from attacking you directly. During the End Phase: Destroy all monsters that attacked you directly this turn. While this card is face-up on your side of the field or in your Graveyard: You can inflict 100 damage to your opponent for every card that has been destroyed by this card's effect. When this card is Summoned: Destroy all monsters your opponent controls.
? ATK/? DEF[/spoiler]
"XXXX" does not exist. Best you can do is "?", though this means that the monster is unsearchable by anything that specifies an ATK parameter, and it has no ATK or DEF while on the field. Not that it matters.

[spoiler Order]Your opponent cannot conduct their Battle Phase. When this card is Summoned: You can shuffle all cards from your hand into the Deck, then draw that same number of cards. During your opponent's Standby Phase, if this card is in the Graveyard: Your opponent shuffles their Deck. While this card is in the Graveyard, all monsters can attack all monsters their controller's opponent controls once each.[/spoiler]
The God Protector of Imbalance can learn a lesson or two from this card's last effect in the "affects everyone equally" department. Other than that, its effects are rather bland (barring "your opponent cannot conduct their Battle Phase" part, but we already see this on Chacu Challhua), being an optional Reload and an enforced Shuffle. Shuffling the opponent's Deck won't really do much since rigging the top few cards of one's Deck isn't an effect that's widely used.

[spoiler Time]If this card is not banished: You can reveal this card from your hand or Deck (if it is there) to target 1 monster your opponent controls; during your 3rd Standby Phase after this card's activation, destroy that target. While this card is in your Graveyard, all cards sent to your opponent's Graveyard are banished instead. During the Standby Phase: This card and all monsters your opponent controls lose 300 ATK and DEF.[/spoiler]
Considering this card's low stats and the fact that it weakens itself, it's very, very prone to getting destroyed in battle by anything your opponent follows up with once they reach their Main Phase. Its first effect is also very easily dodged since the opponent can use the target for any other kind of Summon. The only good effect is its one-sided Macro Cosmos effect, but other than that there's nothing very impressive to it.

[spoiler Space]While this card is face-up on your side of the field or in your Graveyard, you have no maximum hand size. When this card is Summoned: Choose 2 of your opponent's unused Card Zones; while this face-up card is on the field, those Card Zones cannot be used. Your opponent's maximum hand size is 4. While this card is in your Graveyard, your opponent can attack with only 1 monster per turn.[/spoiler]
Stats: small. Self-protection: none. Thus the opponent can easily deal with this card. Restricting the number of monsters they can attack with can be a nice saving grace in slowing down an OTK.

[spoiler Wilderness]While this card is face-up on your side of the field or in your Graveyard, your opponent cannot use a Monster Card Zone that shares a column with a monster you control. This card can only attack your opponent directly during the turn it is Summoned. Your opponent cannot use a Spell/Trap Card Zone that shares a column with a monster you control. If there is no face-up Spell Card in a Card Zone that shares a column with a monster, that monster gains 500 ATK. While this card is in your Graveyard, your monsters cannot be banished.[/spoiler]
Ooh, Senet shenanigans. Cool. I'm not sitting easy with its first effect since if you somehow Summon 5 monsters in the first turn (assuming you want this to apply while it's not in a public knowledge zone) your opponent can't Summon anything. And I can perform that easily with a Gadget, Emergency Teleport, and Chain Summoning.

[spoiler Creation]Once per turn: You can declare 1 Attribute and 1 Type; Special Summon 1 "Creation Token" (???/???/Level 1/ATK 0/DEF 0) in Defense Position to either side of the field. That Token's Attribute and Type become the declared Attribute and Type. Your opponent cannot Tribute "Creation Tokens" for a Tribute Summon. You can Tribute "Creation Tokens" your opponent controls as if you controlled them. When this card is targeted for an attack: You can target 1 "Creation Token"; make that target the attack target. If this card is destroyed: Destroy all Tokens on the field. The ATK and DEF of this card are equal to number of Tokens on the field x 1000.[/spoiler]
Why not make this card gain 1000 ATK and DEF for each Token on the field? At the very least it won't reduce its own stats the first time you use its effect. Although it means that this card becomes a monstrous 4500 ATK when combined with Ojama Trio, it doesn't have any crazy Continuous effect that applies while it's not on the field, unlike the other God Protectors. ...What, you intend to make its first effect that way? No!

[spoiler Matter]During your opponent's Battle Phase, if this card is face-up on your side of the field or in your Graveyard, double the DEF of all monsters you control. When this card is Summoned: Add 1 &ldquo;Polymerization&rdquo; card from your Deck or Graveyard to your hand. You can substitute this card for any 1 Fusion Material Monster or a Synchro Material Monster of any Level, but the other Fusion/Synchro Material Monster(s) must be correct, and are banished instead. During your Main Phase: You can Special Summon this card from your Graveyard.[/spoiler]
You didn't specify where you add the "Polymerization" card from, so I'll assume it's coming from your Deck or Graveyard. Performing Fusions or Synchros without needing to sending this card to the Graveyard will be awkward to put into PSCT wording, so I let it go to the Graveyard normally. You already put an effect that lets it revive itself anyways.

[spoiler Energy]During your Standby Phase, if this card is not banished: You can reveal this card in your hand or Deck (if it is there); Face-up monsters you control gain 50 ATK and DEF even if they are not on the field. At the end of the Battle Phase: Halve the ATK and DEF of all monsters that attacked this card. While this card is in your Graveyard, you can activate Trap Cards the same turn they are Set.[/spoiler]
Intended version of this effect is rather hard to keep track of, especially since it affects cards outside the field. It's less headache-inducing to just change this into a permanent boost to all face-up monsters you control, though you'd probably need to amplify that boost a bit.

And that last effect. Ahahahaha-- Oh right, we're in Any Other Cards.

[spoiler Union]While this card is face-up on your side of the field or in your Graveyard, if a Union Monster that is being equipped to a monster would be destroyed, Special Summon it in Attack Position instead. While this card is on the field, if there are 2 or more face-up monsters with the same name on the field, they gain 800 ATK and DEF. When this card is sent to the Graveyard: You can target 1 face-up monster you control; equip this card to that target.[/spoiler]
Why would you equip this card to - oh, it's a Union monster, albeit a Union monster with a nonstandard effect. I can very easily circumvent this card's Summon condition by milling it - its effect will then let it equip to a face-up monster I control, and then once that monster leaves the field, I get the Protector God of Union as a monster.

Oh, wait, it becomes a lot more vulnerable in that state.

[spoiler Destiny]When a Normal Monster(s) you control is destroyed (either by battle or card effect): You can reveal this card from your hand or Deck (if it is there); shuffle them into the Deck. When you activate a Spell Card: return it to your hand instead of sending it to the Graveyard, but you cannot activate other cards that share the same name with it for the rest of this turn. Once per Duel, if this card is in your Graveyard: Activate 1 of these effects;
- Return this card to your hand.
- If your Life Points are less than 2000: banish the top half of your opponent's Deck, rounded down.[/spoiler]
Surprisingly, I don't really have a large problem with this. I'm a bit bothered with its Spell recycling ability, but its low stats means it won't really sit on the field for long...

[spoiler Divinity]This card cannot be destroyed by battle or card effects. When this card leaves the field: Inflict 2000 damage to your opponent. During your Main Phase: You can change this card's battle position. After this card is Summoned, you take no battle damage while you control this face-up card. At the start of the Damage Step, if this card attacked a monster your opponent controls: return that monster to the hand. If this card attacks your opponent directly: Draw 1 card.[/spoiler]
For a card with 0 ATK, it's actually quite okay given its Summon condition, without a ridiculous Continuous effect designed to apply outside of a public knowledge zone. Its effects remind me of the Timelords too. I don't have any problems with this card.

Alright, alright. Some of them are crazy gamebreakers (I'm still looking at you, Imbalance, Soul, Knowledge and Perfection.), but not all of them. If they don't have any effects that apply outside the field, their relatively low stats could justify whatever effects they have while they're present on the field.

 

Thanks for the review.

UPDATED ALL CARDS!

But, as the card says itself, they are GODS. They have continuous effects even outside the field. They are all divine. I made this set to bring some new viewpoint to the card's standards of dueling.

 

I forgot to change the tab's name to Multiplicity. It's not Balance anymore.

 

God of Time: Let's think a little bit. The continous applies if he is not banished. If it's on the Graveyard, the other effect is activated. From now on, the duel is a time-bomb. Or your opponent let its monsters go by the effect of the God, or he tributes them or sacrifice them, before this card do it. It's an almighty card. Your opponent doesn't have much TIME to win the duel.

 

God of Energy: HAHAHAHAHAHAHAHAHA ....... '-' As I said, it's a brand new perspective to the card's standards.

 

Goddess of Union: Corrected her Special Summoning Effect.

 

If you would like, correct the OCG or rate my Mystical Set: http://forum.yugiohcardmaker.net/topic/259121-big-update-mystical-realm-32/.

Don't worry, they are not gamebreakers or OP.

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But, as the card says itself, they are GODS. They have continuous effects even outside the field. They are all divine. I made this set to bring some new viewpoint to the card's standards of dueling.

You're better off trying to create an entirely new monster type, or introducing a new gameplay mode like Deck Masters from the Virtual World Arc.

Of course, that's it. Make those Gods compatible only with Deck Master gameplay.

 

Also, foxbeast, I don't think it's allowed to post your own creations in someone else's thread. Unless you have that user's permission to do so.

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attachicon.gifpoop.jpg

 

WHAT THE HECK IS THIS???

 

 

You're better off trying to create an entirely new monster type, or introducing a new gameplay mode like Deck Masters from the Virtual World Arc.

Of course, that's it. Make those Gods compatible only with Deck Master gameplay.

 

Also, foxbeast, I don't think it's allowed to post your own creations in someone else's thread. Unless you have that user's permission to do so.

 

Foxbeast don't have permission to do this.

 

I don't know this Deck Master dueling, neither Virtual World Arc.

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Foxbeast don't have permission to do this.

 

I don't know this Deck Master dueling, neither Virtual World Arc.

The Virtual World arc's Deck Master rules were applied in the original Yu-Gi-Oh anime series, prior to the Battle City finals when the Big 5 and Noah hijacked the plot.

 

After building their Deck, a player selects one monster to function as their Deck Master. The Deck Master abilities of those monsters are in no way related to their actual written card effects, if any (but for the God Protectors, we can use their card effects that apply while they're not on the field). Once selected, that monster is set aside, face-up, in a Deck Master Zone, where the player can apply or activate its Deck Master abilities if necessary. The Deck Master is not treated as being on the field, and thus is safe from effects and attacks.

 

During their Main Phase, the player can Special Summon their Deck Master from their Deck Master Zone to their side of the field at no cost. (Though in this case, for your God Protectors, we can apply their Summoning Conditions as additional costs to do this.) If they do so, once their Deck Master is destroyed, they lose the Duel immediately. Should the Deck Master be used to Fusion/Ritual/Synchro/Xyz Summon, or be Tributed for a cost to Summon another monster, that new monster takes their place as the Deck Master.

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The Virtual World arc's Deck Master rules were applied in the original Yu-Gi-Oh anime series, prior to the Battle City finals when the Big 5 and Noah hijacked the plot.

 

After building their Deck, a player selects one monster to function as their Deck Master. The Deck Master abilities of those monsters are in no way related to their actual written card effects, if any (but for the God Protectors, we can use their card effects that apply while they're not on the field). Once selected, that monster is set aside, face-up, in a Deck Master Zone, where the player can apply or activate its Deck Master abilities if necessary. The Deck Master is not treated as being on the field, and thus is safe from effects and attacks.

 

During their Main Phase, the player can Special Summon their Deck Master from their Deck Master Zone to their side of the field at no cost. (Though in this case, for your God Protectors, we can apply their Summoning Conditions as additional costs to do this.) If they do so, once their Deck Master is destroyed, they lose the Duel immediately. Should the Deck Master be used to Fusion/Ritual/Synchro/Xyz Summon, or be Tributed for a cost to Summon another monster, that new monster takes their place as the Deck Master.

 

Interesting...

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