napster16 Posted December 24, 2013 Report Share Posted December 24, 2013 a few cards, based on this card: http://yugioh.wikia.com/wiki/The_Last_Warrior_from_Another_Planet these cards has a futuristic theme, based on this game: Front Mission i hope you enjoy - editet usn marine - added soldier's rescue MONSTERS [spoiler='Monsters'] [spoiler='METRONIC D. Inc. - U.S.N. Gunner'] When this card is removed from the field: Target 1 monster your opponent controls; destroy that target. [/spoiler] [spoiler='METRONIC D. Inc. - U.S.N. Gunslinger'] Once per turn, when this card is removed from the field: You can target 1 Spell/Trap Card on the field; destroy that target.[/spoiler] [spoiler='METRONIC D. Inc. - U.S.N. Marine'] This card can be Special Summoned (from your hand) by banishing 1 Machine-type monster, and cannot be Special Summoned by other ways. This card's ATK is equal to double the Tributed monster's original ATK. Battle damage inflicted to your opponent by this card is halved. Once per turn, during either player's turn, when a monster effect is activated on your opponent's side of the field: This card loses exactly 1500 ATK and that effect is negated.[/spoiler] [spoiler='METRONIC D. Inc. - U.S.N. Rogue'] During your turn, when a Field Spell Card is activated: Add 1 Normal Trap Card card from your Deck to your hand. You can only use this effect of "METRONIC D. Inc. - U.S.N. Rogue" once per turn. When this card is removed from the field: Your opponent randomly selects and discards 1 card from his/her hand.[/spoiler] [spoiler='METRONIC D. Inc. - U.S.N. Whiplash'] During your turn, when a Field Spell Card is activated: Draw 1 card. You can only use this effect of "METRONIC D. Inc. - U.S.N. Whiplash" once per turn. Once per turn, if there is a face-up Field Spell Card on the field: If this card attacks a face-down Defense Position monster, you can destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation.[/spoiler] [spoiler='METRONIC D. Inc. - U.S.N. Special Secret Agent'] If there is a face-up Field Spell Card on the field: This card can attack your opponent directly and your opponent cannot select this card as an attack target. All monsters that are Normal Summoned must attack, if able, during the turn they are Normal Summoned. When this card is removed from the field: Add 1 Level 4 "METRONIC D. Inc." monster from your Deck to your hand.[/spoiler] [spoiler='METRONIC D. Inc. - Solariums Nevi Attack Mode'] When this card is Special Summoned by the effect of a "METRONIC D. Inc. - Solariums Nevi Defense Mode" monster: Inflict piercing Battle Damage to your opponent Defense Position monster. If this card attacked or was attacked, by returning it from the field to the Deck at the end of the Main Phase 2, Special Summon 1 face-down Defense Position "METRONIC D. Inc. - Solariums Nevi Defense Mode" monster from your Deck.[/spoiler] [spoiler='METRONIC D. Inc. - Solariums Nevi Defense Mode'] When this card is Special Summoned by the effect of a "METRONIC D. Inc. - Solariums Nevi Attack Mode" monster: Double any Battle Damage your opponent takes when they attack this monster and return to its owner's hand after damage calculation. If this card attacked or was attacked, by returning it from the field to the Deck at the end of the Main Phase 2, Special Summon 1 face-up Attack Position "METRONIC D. Inc. - Solariums Nevi Attack Mode" monster from your Deck.[/spoiler] [spoiler='Mercenary of War'] Cannot be Normal Summoned (but can be Normal Set). This card cannot be Special Summoned by other ways except by its own effect. When you take damage from a card your opponent controls: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. When Special Summoned this way: Your opponent takes all Battle Damage that you would have taken from a battle involving this card. If this card is Special Summoned in face-up Attack Position: destroy the attacking monster. You cannot Special Summon during the turn you activate this effect.[/spoiler] [/spoiler] TRAPS [spoiler=Traps] [spoiler="Call of Duty"] Activate only if you control a Warrior or Machine-type monster. Warrior or Machine-type monsters on the field cannot be destroyed by Monster Card effects, and cannot be destroyed by battle except with another Warrior or Machine-type monster. When a Warrior or Machine-type monster you control is destroyed, destroy this card.[/spoiler] [spoiler='Plan B'] During the Battle Phase, if an "METRONIC D. Inc." monster you controlled was destroyed by battle this turn: Draw 2 cards (draw 3 cards instead, if you had no other cards on your side of the field).[/spoiler] [spoiler='Reinforcements Incoming'] When a monster you control is destroyed by battle or by a card effect: Special Summon 1 Level 4 or lower "METRONIC D. Inc." monster from your hand or Deck.[/spoiler] [spoiler='Soldier's Rescue'] When an Spell/Trap Card effect activates: Shuffle 1 of your banished Machine or Warrior-Type monsters into the Main Deck; negate the activation and destroy it.[/spoiler] [/spoiler] SPELLS [spoiler=Spells] [spoiler="Advanced Mech-Suit Tech"] Tribute 1 "METRONIC D. Inc. - Silvea Ryder": Special Summon 1 "METRONIC D. Inc. - Silvea Ryder Tech-Suit" from your Deck or Graveyard.[/spoiler] [spoiler="Battlefield Approaches"] If there is a face-down Defense Position monster on your side of the field. your opponent cannot target any face-up monster you control, except a face-down Defense Position monster, for an attack, or with Spell/Trap effects. Once per turn, during your Main Phase, if you control this card: Target 1 face-up monster on the field; change that target to face-down Defense Position.[/spoiler] [spoiler="Dangerous Escape"] Activate only while you control a face-up "METRONIC D. Inc. - Silvea Ryder" or "METRONIC D. Inc. - Julie Reynolds". Destroy 1 card your opponent controls. "METRONIC D. Inc. - Silvea Ryder" or "METRONIC D. Inc. - Julie Reynolds" cannot attack the turn you activate this card.[/spoiler] [spoiler="Friendly Cover"] If there is a face-up "METRONIC D.Inc." monster on the field: Special Summon 1 Level 4 or lower "METRONIC D. Inc." monster from your hand.[/spoiler] [spoiler="Soldier of Fortune"] Target 1 "METRONIC D. Inc." Monster in your Graveyard; add that target to your hand, then destroy 1 face-up monster your opponent controls with ATK less than or equal to the target's ATK.[/spoiler][/spoiler] [spoiler='Extra Monsters'] [spoiler='METRONIC D. Inc. - Julie Reynolds'] 1 "Metronic D. Inc." monster + 1 Warrior or Machine-type monster Cannot be Special Summoned from the Graveyard. Must first be Special Summoned (from your Extra Deck) by sending the above cards from your hand to the Graveyard. (You do not use "Polymerization".) Your opponent cannot Set any cards on the field.[/spoiler] [spoiler='METRONIC D. Inc. - Silvea Ryder'] 1 Warrior-Type monster + 1 Machine-type monster This card can only be Special Summoned from your Extra Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). This card cannot be Special Summoned from the Graveyard. When this card is Special Summoned: Destroy all monsters on your side of the field except this card. As long as this card remains face-up on the field, neither player can Normal Summon, Flip Summon, or Special Summon any monster.[/spoiler] [spoiler='METRONIC D. Inc. - Silvea Ryder Tech-Suit'] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "METRONIC D. Inc. - Silvea Ryder" you control. When this card is Special Summoned: destroy all cards on the field except this card, also shuffle all banished cards into the Deck(s). As long as this card remains face-up on the field, neither player can Normal Summon, Flip Summon, or Special Summon any monster.[/spoiler] [/spoiler] Link to comment Share on other sites More sharing options...
napster16 Posted December 24, 2013 Author Report Share Posted December 24, 2013 no feedback :( Link to comment Share on other sites More sharing options...
Ludisir Posted December 24, 2013 Report Share Posted December 24, 2013 Monsters: For the monsters, there are a lot of unnecessary effects and some don't make a whole lot of sense. Metronic Gunner: This effect seems almost useless to me, since your opponent won't have a whole lot of face-down monsters, maybe 2 at the most for you to nuke and most likely 1 monster is going to be set when this card is removed from the field. Limit it to one card and I will be ok with it or allow it to also hit yourself. Metronic Gunslinger: This effect is almost good. Metronic Marine: I don't like its searching effect. Metronic Rouge: Not sure why it has a discard effect of this nature, and a search effect. This card would be better if you swapped the effects. Metronic Whiplash: The draw eff is fine in my opinion. And I'm not sure why this card attacking face-down effect is limited to once per turn. Metronic Nevi attack: This card has probably the most balanced effect that makes the most sense. Metronic Nevi Defense: I think if you gave this cards "marines" effect that would make a lot more sense and the extra damage dealt for attacking this card isn't necessary but perhaps "marine" could use it but maybe not just for being attacked. Also your opponent won't be attacking this card unless they can already overcome it since they know exactly what card this will be. Mercenary: I think this card could use a reason for being special summoned in face up defense. To make use of the 2000 defense. You limit most of these monsters effects to once per turn, upon being "removed from the field" which doesn't make a whole lot of sense, and wording wouldn't prevent it. You should change it from "once per turn" to "You can only gain the effect of -insert monsters name here- once per turn" if you really want to limit your cards in that way, but a lot of them don't need to be limited this way except for "rouge". Traps: Most of the traps seem fine but I see a theme adding up in this deck. That heavily punishes destroying the monsters in this deck, and giving larges +'s to you for having them be destroyed. Call of Duty: This cards effect is actually pretty strong even without the can't be destroyed by battle except by warriors and machines. Plan B: This card is fine in my opinion, a little weird, but fine. I would limit this card so you can only get the effect once. Reinforcements incoming: This card slightly conflicts with "call of duty" since they can no longer be destroyed by battle, and when they get destroyed by a card effect call of duty is destroyed by its own effect. Spells: Advanced mech suit: This cards effect is fine. Battlefield Approaches: This card seems designed almost purely for "Nevi defense", and I don't think that's a good thing. Dangerous escape: Condition is fine for the most part. The effect is ok. But you should make it so you can't conduct your battle phase this turn. Friendly Cover: Effect and name is more consistent with "reinforcements incoming" and that cards effect and name seems more consistent with this cards effect and name. But otherwise its ok. Soldier of Fortune: This card's effect is ok. Extra deck: Julie: Not sure how I feel about sending from either side of the field, but it would be at most 1 monster from your opponents side unless its a mirror match. And it is a good effect otherwise. Silvea: I'm sure this card was made to work with call of duty. Also this card conflicts with getting out silvea tech-suit. Silvea tech-suit: This card is really hard to remove from the field unless your opponent has a "Dark hole" or "Lightning vortex" handy, or some form of trap to negate this summon. Julie + Silvea Tech-suit: means you have basically won the match unless your opponent has a spell that they can destroy these monsters with. Link to comment Share on other sites More sharing options...
napster16 Posted December 25, 2013 Author Report Share Posted December 25, 2013 Monsters: For the monsters, there are a lot of unnecessary effects and some don't make a whole lot of sense. Metronic Gunner: This effect seems almost useless to me, since your opponent won't have a whole lot of face-down monsters, maybe 2 at the most for you to nuke and most likely 1 monster is going to be set when this card is removed from the field. Limit it to one card and I will be ok with it or allow it to also hit yourself. Metronic Gunslinger: This effect is almost good. Metronic Marine: I don't like its searching effect. Metronic Rouge: Not sure why it has a discard effect of this nature, and a search effect. This card would be better if you swapped the effects. Metronic Whiplash: The draw eff is fine in my opinion. And I'm not sure why this card attacking face-down effect is limited to once per turn. Metronic Nevi attack: This card has probably the most balanced effect that makes the most sense. Metronic Nevi Defense: I think if you gave this cards "marines" effect that would make a lot more sense and the extra damage dealt for attacking this card isn't necessary but perhaps "marine" could use it but maybe not just for being attacked. Also your opponent won't be attacking this card unless they can already overcome it since they know exactly what card this will be. Mercenary: I think this card could use a reason for being special summoned in face up defense. To make use of the 2000 defense. You limit most of these monsters effects to once per turn, upon being "removed from the field" which doesn't make a whole lot of sense, and wording wouldn't prevent it. You should change it from "once per turn" to "You can only gain the effect of -insert monsters name here- once per turn" if you really want to limit your cards in that way, but a lot of them don't need to be limited this way except for "rouge". Traps: Most of the traps seem fine but I see a theme adding up in this deck. That heavily punishes destroying the monsters in this deck, and giving larges +'s to you for having them be destroyed. Call of Duty: This cards effect is actually pretty strong even without the can't be destroyed by battle except by warriors and machines. Plan B: This card is fine in my opinion, a little weird, but fine. I would limit this card so you can only get the effect once. Reinforcements incoming: This card slightly conflicts with "call of duty" since they can no longer be destroyed by battle, and when they get destroyed by a card effect call of duty is destroyed by its own effect. Spells: Advanced mech suit: This cards effect is fine. Battlefield Approaches: This card seems designed almost purely for "Nevi defense", and I don't think that's a good thing. Dangerous escape: Condition is fine for the most part. The effect is ok. But you should make it so you can't conduct your battle phase this turn. Friendly Cover: Effect and name is more consistent with "reinforcements incoming" and that cards effect and name seems more consistent with this cards effect and name. But otherwise its ok. Soldier of Fortune: This card's effect is ok. Extra deck: Julie: Not sure how I feel about sending from either side of the field, but it would be at most 1 monster from your opponents side unless its a mirror match. And it is a good effect otherwise. Silvea: I'm sure this card was made to work with call of duty. Also this card conflicts with getting out silvea tech-suit. Silvea tech-suit: This card is really hard to remove from the field unless your opponent has a "Dark hole" or "Lightning vortex" handy, or some form of trap to negate this summon. Julie + Silvea Tech-suit: means you have basically won the match unless your opponent has a spell that they can destroy these monsters with. Gunner: check it now.what do you think? Gunslinger: thanks Marine: i'll edit soon Rogue: check it now.what do you think? Whiplash: It is not to get to overpowered. Nevi Attack: thanks. Nevi defense: i'll edit soon Mercenary: if your opponent attacks directly with a Cyber End Dragon and you have this card on your hand? i'll change the effects lore from "once per turn" to "When this card is removed from the field". Traps: Call of Duty: Yes it is. When I researched this effect, I thought I'd use it only for "Metronic Monsters", but then changed my mind and thought it might help the decks of Warrior and Machine-type monsters. Plan B: yea. was already in the plans of this card to be limited to only one card per deck. R. inconming: I'll change it to bring a monster-card to hand. Spells: Advanced Tech-Suit: I'm thinking of changing its effect to recover from graveyard Battlefield Approaches: well, I developed the cards to have their effects activated in FLIP mode. but ended up getting very confused. but continues to have its effect and applied, if the letters "Metronic" are brought into face-down. because a card leaves the field, formerly known as being removed from the field, when it is returned from the field to the hand or Extra Deck, sent from the field to the Graveyard, or banished from the field. buuuuuuuuuuuuuut. while you can not summon monsters when "Silvea" is on the field, you simply change her position and summon another card: P (this is why this cards is a Lockdown set) Dangerous Escape: yeah Friendy cover and Soldier of Fortune: thankz. Julie: sorry for this mistake. its changed Silvea: is not. silvea was made to work with trap card "Light of Intervention". Silvea tech-suit: you never created a OP card? Julie + Silvea Tech-suit: Link to comment Share on other sites More sharing options...
napster16 Posted December 26, 2013 Author Report Share Posted December 26, 2013 bump Link to comment Share on other sites More sharing options...
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