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Team Fortress 2 card set. (unfinished, no card art)


picanteman

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I haven't been all that interested in yugioh for a few years. A few days ago, I got the urge to go back to it. I found my old account on here and decided to flex my creative muscles. I'm not too familiar with the current meta so I have no idea how well balanced these are. I was going for a realistic approach while still remaining true to the source material. Feel free to correct me on my OCG. I do have a few more monsters planned along with plenty of traps and non-equip spells. I also made sure to read all the rules on posting before putting this out there. Please let me know if I overlooked something and I'll fix it.

 

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Some card effects might be too small to read so I'll put em here.

 

Gravel Pit: If there are 4 or more Team counters on your side of the field, all Fortress monsters gain 200 ATK

8 or more: once per turn you can discard a card from your hand and add one equip spell from your deck to your hand.
12 or more: you can remove 2 Team counters from your side of the field to destroy one spell or trap card on the field.
16 or more: you can destroy this card and remove all team counters on the field to destroy every card your opponent controls.
 
Mann Versus Machine: All monsters on your opponent's field become Machine type. Fire attribute "Fortress" monsters gain 400 ATK. Earth attribute "Fortress" monsters gain 800 DEF. Dark attribute "Fortress" monsters gain the following effect: "Once per turn you can remove 3 Team counters from your field to destroy one card on the field." During your standby phase, you must remove one Team counter from your field for each monster you control or destroy this card.
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The engineer should be a tuner and have a synchro monster like "Fortress Sentry Gun"

 

The demoman should do a little less damage for its effect, maybe only 300-400, as most of these monsters will be spitting out team counters like crazy and the demoman has a high enough atk

 

The spy seems a little weaker than I thought it should be, maybe it should have some sort of attacking directly or destroying a trap/spell card once per turn

 

Lastly, the pyro's atk and def should be flipped and so should the heavy, to make it a little more like the real team fortress 2 game.

 

The idea is great and you should make more traps and non-equip spells in the future

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That's the kind of critique I was hoping for!

 

The Engineer definitely needs some reworking. I'm just not sure what I want to do with the sentry yet.

 

The Demoman was one of the first cards I made for this set. At the time, I wasn't sure how easy it would be to get Team counters out. I agree it could use some nerfing. Maybe even 200 damage each since the spells and traps I'm making will generate counters even faster.

 

Spy is kinda weak. I gave him a backstab and a cloak and didn't think about balancing. I'll try to come up with something similar but stronger.

 

Pyro and Heavy stats are totes getting flipped. I don't know what I was thinking.

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A couple more things:

 

Your field spell card is great, boosts all your monsters or just gives you another counter for every fallen "Fortress" Monster. It's a good balance too. (Only thing is I think it should be renamed to 2fort, not Teufort)

 

I hope you considered this earlier, because I don't think all the equip spells, 2 or 3 of each monster, and the rest of the other spell/traps are gonna fit in one deck. I guess you could make it where the monsters and non-equip and trap cards make up a good 35 cards, and then you could choose 5 equip "add on" cards to your deck. You might be able to fit all the cards in one 60 card deck, but I, and many other duelists, prefer a 40 card deck, a minimum a deck can have.

 

Another thing to consider about equip spell cards is that, if you have a lot of them, you run out of spell/trap card room, then you can't use spells or set new traps.

 

Anyways, I like where this deck is going, so I made a card of my own as an idea for your set.

 

My OCG is obviously off, sorry about that, not too good at it.

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Teufort is an actual place in the TF2 lore. The field spell is pretty much based on a town rather than a game map. If I did make a 2fort card, it's effect would probably tie in with capture the flag in some way.

 

Having way too many equip spells was intentional. The idea is that you would have to build the deck without equips, then choose which monsters you want to specialize in, and add equips for those monsters. It adds a little more variety. You could have someone focus on doing burn damage with the pyro and demoman, and another person could use a medic/engy combo to flood the field with counters. Another playstyle would be to only use the monsters, a few search cards, and every single equip, just to see how it would work out.

 

I really like the card you made. In fact, one of the traps I already designed has almost the exact same effect! I guess great minds think alike.

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Saxton hale needs to have an ATK decrease, even with it's effect.

 

The cards are very creative well balanced. Good work

 

I noticed the pyro and heavy atk and def switches, demoman nerf, spy buff, and that your Mann vs Machine is a bit similar but has a lot more to it than my card.

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I figured the 3000 ATK was fair considering the opponent could target him with any effect, good or bad, and it would still cost him a material. He also loses a material if YOU target him which means he can't be easily powered up. Kinda the same way Spirit Reaper crumbles if anything looks at him funny. Still, I suppose a 100 or 200 hundred ATK point decrease couldn't hurt.

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