Agro Posted May 3, 2014 Report Share Posted May 3, 2014 Of course this means the ACTUAL Night as well.[spoiler="OG Card:"][/spoiler] OVERALL CONCERNS:Worries about being able to Synchro summon ANY monster from your Graveyard. It was originally only Spellcaster-type monsters, and I may have to change it back.Questioning power of SSS, Dusk's Pact Parting, and ReaperAssassin and Reaper could find too much use outside of the archetype, may need to change the send Extra Deck monster into a cost, not an effect, as well of, of course, changing the restriction on Grave-synching to Spellcasters only.CHANGES:Reaper SENDS instead of BANISHES. Accidents can happen, even when typing.SSS semantic change because OCG PSCTAdded "and" to middle of Parting's effect.When this card is Special Summoned, if you control another "Night's End" monster: Destroy 1 card on the field, and you can send 1 card from your Extra Deck to the Graveyard. You can send this card and 1 Spellcaster-Type Tuner you control to the Graveyard to target 1 Synchro Monster in your Graveyard whose Level is equal to the combined levels of the sent monsters; Special Summon that target. (This is treated as a Synchro Summon.)The deck works around doing 2 things: getting opponent's cards in the Graveyard for Sorcerer to banish, and setting up your own Graveyard to Synchro Summon. Assassin takes care of the field.When this card is Normal Summoned: Send the top 2 cards of your opponent's Deck to the Graveyard, and if you do, Special Summon 1 "Night's End" monster from your hand or Graveyard. You can send this card and 1 Spellcaster-Type Tuner you control to the Graveyard to target 1 Synchro Monster in your Graveyard whose Level is equal to the combined levels of the sent monsters; Special Summon that target. (This is treated as a Synchro Summon.)Huntress is the only one of the 3 non-Tuners that doesn't need to be Special Summoned to activate its effect, but it does take 2 off the deck AND sets them up for immediate banishment through "Night's End Sorcerer." Plus it's got 1900 ATK, so it can beat anything over the head if need-be.When this card is Special Summoned, if you control another "Night's End" monster: Send 1 random card from your opponent's hand to the Graveyard, and you can send 1 card from your Extra Deck to the Graveyard. You can only use this effect of "Night's End Reaper" once per turn. You can send this card and 1 Spellcaster-Type Tuner you control to the Graveyard to target 1 Synchro Monster in your Graveyard whose Level is equal to the combined levels of the sent monsters; Special Summon that target. (This is treated as a Synchro Summon.)I wanted Reaper to feel like an upgraded NES, but I didn't want to go for the Graveyard since Sorcerer already has it. I was wary about going for the hand since I know that Magical Exemplar could cause problems there, so I tried to alleviate that by putting a OPT clause on it.If the only monster you control is a "Night's End" monster: You can send 1 card from your Extra Deck to the Graveyard; Special Summon 1 "Night's End" monster from your Deck.I needed at least one toolbox, and I figured if it was going to be getting NES in play, it may as well SS it. I may make this card only able to summon NES, but change it so that it can summon from the Graveyard too. It's really all about whether Reaper is too much of an issue.Send 1 card from your Extra Deck to the Graveyard to target 1 "Night's End" monster in your Graveyard; your opponent sends 1 card from their Extra Deck to the Graveyard, and Special Summon that target.It basically does everything you need to bring Triple-S on the field.Cannot be Synchro Summoned from the Extra Deck. When this card is Synchro Summoned: Banish up to 5 cards from your opponent's Graveyard. This card gainst 100 ATK for each of your opponent's banished monsters. You can return 5 of your opponent's banished cards to the Graveyard, and if you do, destroy all other card on the field. You can only use this effect of "Sun's Set Sorcerer" once per turn. The clear powerhouse of the deck, base 2000 I felt was fair, but maybe it might be too much depending on the likelihood that you're banishing the opponent's entire Extra Deck. Lose 500 ATK to nuke. This may need some shaping up because it feels really wild. Link to comment Share on other sites More sharing options...
Toffee. Posted May 3, 2014 Report Share Posted May 3, 2014 These are beautiful.Does Dusk's Pact let you look at the opponent's Extra Deck, or.... ? Link to comment Share on other sites More sharing options...
Agro Posted May 3, 2014 Author Report Share Posted May 3, 2014 These are beautiful. Does Dusk's Pact let you look at the opponent's Extra Deck, or.... ? Should I edit in to look at your opponent's Extra Deck? It shouldn't be random, so I wonder if the wording I have is enough. I was also considering changing Reaper's effect to go after the Extra Deck instead of the hand since idk if it's too powerful, thoughts? Link to comment Share on other sites More sharing options...
Agro Posted May 4, 2014 Author Report Share Posted May 4, 2014 Bumpity. Link to comment Share on other sites More sharing options...
Agro Posted May 6, 2014 Author Report Share Posted May 6, 2014 Bump #2 These are beautiful. Does Dusk's Pact let you look at the opponent's Extra Deck, or.... ? Should I edit in to look at your opponent's Extra Deck? It shouldn't be random, so I wonder if the wording I have is enough. I was also considering changing Reaper's effect to go after the Extra Deck instead of the hand since idk if it's too powerful, thoughts? :T Link to comment Share on other sites More sharing options...
Agro Posted May 8, 2014 Author Report Share Posted May 8, 2014 bump Come on now, you know you can comment. Is it that there's nothing to improve? Is it that no one wants to spend the time to go through them? im curious Link to comment Share on other sites More sharing options...
Dragonmagic342 Posted May 19, 2014 Report Share Posted May 19, 2014 I love Night's End Sorcerer. I wish these could be real. My only concern with those cards is that the deck seems to need another tuner or other card that would banish from the graveyard besides NES Link to comment Share on other sites More sharing options...
Feartheghost Posted May 19, 2014 Report Share Posted May 19, 2014 I love Night's End Sorcerer. I wish these could be real. My only concern with those cards is that the deck seems to need another tuner or other card that would banish from the graveyard besides NES It seems you didn't look very hard considering it is a real card. Should I edit in to look at your opponent's Extra Deck? It shouldn't be random, so I wonder if the wording I have is enough. I was also considering changing Reaper's effect to go after the Extra Deck instead of the hand since idk if it's too powerful, thoughts? I think that you sending 1 from your extra deck to send 1 from your opponent's would make it so it would be fine since it is limited to once per turn. Link to comment Share on other sites More sharing options...
Dragonmagic342 Posted May 19, 2014 Report Share Posted May 19, 2014 I meant the other cards. I actually thought that would be implied since its said at the top of the page. Link to comment Share on other sites More sharing options...
magemeek22 Posted May 20, 2014 Report Share Posted May 20, 2014 WOW. THESE CARDS ARE BEYOND AMAZING. Now, summaries out of the way, I'm going to try and provide the best review I can! [hr]Brief Overview Artwork: Shoot me. Shoot me now. However on Earth you managed to find these artpieces for your cards baffles me, and they all match their name! The effort that you put in to designing these cards really shows, and considering the fact that you used a coherent set of pictures based solely on one existing card is beyond belief. Mechanics: So, from what I got, the main gist of this archetype is to get Synchro monsters into the grave (preferably level 6) and use the Night's End card effects to Synchro Summon them from the Grave. The cards are written nearly flawlessly in terms of explaining this new mechanic, so props on that. But aside from sheer clean execution, the mechanic that you designed itself is very inventive and sounds pretty damn amazing. It works with revival plays - bringing back used Synchro monsters from the Grave - as well as unique Synchro summons - those cards like Sun's Set Sorcerer that can only be brought out from the Grave. Basically, you brought utility and exclusiveness to this archetype - bravo. [hr] Card Analysis Huntress: So this is the bread and butter. You mill 2 from your opponent's Deck and SS a Night's End from your hand or Graveyard. Assassin: When special summoned, you get to destroy 1 of your opponent's cards and you send an Extra Deck card to the grave. Reaper: When special summoned, you get to make your opponent discard 1 and you send an Extra Deck card to the grave. Dusk Pact Burial: Special Summon a Night's End from the Deck, send a monster from your Extra deck to your Grave Dusk Pact Parting: Special Summon a Night's End from your Grave, send a monster each from your Extra deck and your opponent's Extra deck to the Grave. In addition, all the above cards allow to SSG (Synchro Summon from Grave). From my immediate interpretation, I see no potential disastrous loops you could make - which is quite a relief. Huntress can't revive the synchro boss monster of this set, so you're safe in terms of that. The cards work really well together. Huntress, first and foremost, is excellent - she prepares your opponent's grave for banishing and your own field by Special Summoning a monster (preferably the Tuner). Huntress, thus, is going to be the play-maker of the kit. You summon her, get Sorcerer out, and Synchro - bam, one play made. The Dusk Spells provide a lot of good utility that isn't stretched out over several cards, nor is it excessive. Burial is the main one here: you prepare your Grave and bring out any Night's End from your Deck. So what would you bring out? The tuner (Sorcerer)? Definitely. Huntress? Probably not. Assassin? Yeah. Reaper? No. Issue 1: Reaper to me seems off. At least with Assassin you get the utility of destroying a card on the field. However, Reaper's discard-a-card effect seems so unpreferable to Assassin that one would rarely use it in the first place. Maybe if Reaper made the opponent mill, say, 3 cards - that would make a difference. The thing about Reaper isn't that its bad in any way; it's just really lackluster compared to Assassin that its use would be really limited. If Reaper made your opponent mill, that would easily feed into the overall theme of the Deck. Issue 2: Assassin and Reaper only proc on Special Summon. This means they only incur their effects under the following condition: they are in the Graveyard and Huntress or Dusk Pact Parting is used; they are in the hand and Huntress is used; they are in the Deck and Dusk Pact Burial is used. The list that I have given makes it seem that a lot of ways exist to bring out the monsters - but Huntress is best used to bring out the Tuner, so that's out of the equation, and Dusk Pact Parting only works if the monsters are in the Graveyard. Thus, assassin and reaper would only come out on occasion. These cards are designed well but for some reason (it might just be me misinterpreting), I can't seem to see how they would be most effectively used aside from cases where you NEED to get assassin out to destroy an annoying card. Issue 3: The deck relies a lot on Special Summoning from the Graveyard (especially with Huntress and Dusk Pact Parting), but I see no way (aside from stalling by battle) to get the necessary monsters (non-Synchro) into the Grave. I suggest adding some Spell card that brings this utility. The reason is that, given the mechanics of this Deck, I foresee a lot of stalling/backed up hands - both of which are neither preferable nor desired. [hr] Final Remarks and Conclusion: Pros: Fantastic artwork Amazing synergy with Magical Exemplar with all the Spell Support and the fact that only a SINGLE spell will allow Exemplar to get out Night's End Sorcerer - meaning that having Exemplar out with one of these new cards could generate multiple Synchro's in a turn (a blessing for Spellcasters) Really nice new mechanic Play-generating internal synergies that DO NOT rely on annoying loops - you get monsters out, use cards, and can continue to make plays without ludicrous Cosmic Dragon or Quasar stuff Spellcasters ftw Issues (not cons, just things I picked up on - these may just be me being a noob, so tell me if anything I say is crazy): Reaper has little to no benefit to the Deck. Changing its on-summon effect to mill the opponent's Deck would be better. More alternatives discussed in later bullets. Assassin and Reaper are useful in times of need - but in the long run, their utility is somewhat inaccessible. Perhaps add something to them that also procs when they are Special Summoned? Assassin works as is, just as a safe alternative. But Reaper could easily accomplish a lot more by letting YOU send a Night's End card to the Graveyard from your hand or Deck. Reaper could also be changed to let you add a "Dusk" spell card to your hand - THAT would really tie this Deck together. Actually, as I'm typing this, changing Reaper to let you add a "Dusk" spell card to your hand would be nice...really nice A limited supply of Dusk Pact Spells promotes efficiency - but also results in a lack of overall completeness (not calling your set incomplete, just suggesting adding another spell or two). Perhaps a spell to send monsters to the Grave in preparation of Dusk Pact Parting? That would help set up plays. Also, please let Burial summon from the hand as well (otherwise, Assassins and Reapers in your hand do nothing but clog). Finally, an overall searcher spell to let you add a "Night's End" monster to your hand would tie things together. [hr] I really really really like your ideas and this whole elaboration on "Night's End" as a legitimate archetype. My critique is one centered on making this archetype function as a stand-alone set...so forgive me if anything is blatantly against your wishes and call me out on being presumptuous or bold in any of my suggestions. I tend to offer a lot of suggestions in my reviews, so anything you find unnecessary, please say so I get better at reviewing! Link to comment Share on other sites More sharing options...
Overfrost! Posted May 21, 2014 Report Share Posted May 21, 2014 General Errata Shared effect: You can send this card and 1 Spellcaster-Type Tuner monster you control to the Graveyard to target 1 Synchro Monster in your Graveyard whose Level is equal to the total Levels of the sent monsters those monsters sent to the Graveyard; Special Summon the targeted monster that target. even if it was not first Synchro Summoned. (This Special Summon is treated as a Synchro Summon. That Special Summon is already treated as a Synchro Summon, no need for that extra part. Monsters: When If this card is Normal Summoned: Send the top 2 cards of your opponent's Deck to the Graveyard, and Special Summon 1 "Night's End" monster from your hand or Graveyard. Normal Summoning a monster through an effect is done only by a few cards, and Normal Summoning on Chain Link 2 or higher is not yet possible. "If" still works the same though. And the game uses "when" for on-Normal Summon effects. If this card is Special Summoned: Send 1 random card from your opponent's hand to the Graveyard, and you can send 1 card from your Extra Deck to the Graveyard. This effect of "Night's End Reaper" can only be used activated once per turn. That matters, and for monsters, "use" is preferred and more commonly used. Cannot be Synchro Summoned from the Extra Deck. When this card is Synchro Summoned: Banish all Synchro, Xyz, or Fusion monsters from your opponent's Graveyard. This card gains 100 ATK for each of your opponent's banished monsters. You can return 5 of your opponent's banished monsters to the Graveyard, and if you do, destroy every all other cards on the field. This effect of "Sun's Set Sorcerer" can only be used activated once per turn. Spells: Send 1 card from your Extra Deck to the Graveyard; Special Summon 1 "Night's End" monster from your Deck. Send 1 card from your Extra Deck to the Graveyard; send 1 card from your opponent's Extra Deck to the Graveyard, and Special Summon 1 "Night's End" monster from your Graveyard. Minors. Dusk's Pact Parting's method of sending a card from your opponent's Extra Deck needs to be explained there. Advanced Errata + Ideas Shared effect 2: Once per turn: You can target 1 other Level 4 or lower Spellcaster-type monster you control and 1 Rank 4 or lower Xyz Monster in your Graveyard; Special Summon that second target by using those first targets as the Xyz Materials. (This Special Summon is treated as an Xyz Summon.) Main Deck Monsters: When this card is Normal Summoned: You can banish the top 2 cards of your opponent's Deck face-up, then you can Special Summon 1 "Night's End" monster from your hand. or Graveyard. (+Shared effect 1) "From your Graveyard" is too strong if the Special Summoned monster provides a plus, and in this case, every other monster here provides it (very well). When this card is Special Summoned, if you control another Spellcaster-Type monster: You can send 2 monsters from your Extra Deck to the Graveyard; banish 1 random card from your opponent's hand. This effect of "Night's End Reaper" can only be used once per turn. (+Shared effect 2) It's better to do something to the field rather than the hand, if there's nothing there then this is the option. Banishing the card isn't that bad (banishing a card from your opponent's hand is less offensive than banishing a costly-summoned monster they own), and the once per turn limitation keep it from obliterating the entire hand (it's impossible even without it, though). And the condition keeps it from being used by any deck. Fulfilling the condition isn't that hard either, Summoner Monk + Magical Exemplar are spellcasters. When this card is Special Summoned, if you control another Spellcaster-Type monster: You can shuffle 2 of your opponent's banished cards into the Deck to target 1 card on the field; banish it. This effect of "Night's End Assassin" can only be used once per turn. (+Shared effect 2) Banishing something is fine, it's like the set's only way to remove cards. xD What I'm thinking are these: On-Normal Summoned monsters Special Summon a monster from your hand (Deck/Grave with a cost, unique example: "Shuffle 2 of your opponent's banished cards into the Deck", this is hard if your opponent doesn't banish something by themself). And they have the first shared effect (Synchro). On my thought: Level 3 Tuner, effect: "When this card is Normal Summoned: You can banish up to 2 cards from your opponent's Graveyard, then you can Special Summon 1 "Night's End" monster from your hand." (basically, NES in Lv3 with an SS-ing effect; +Shared effect 1, sending a non-Tuner monster instead) Send cards from your Extra Deck to do something less offensive or not offensive at all (adding a card from your deck to your hand is a good choice for this). Shuffle your opponent's banished cards into the Deck (as a cost) to do something offensive. Though, I don't find any ideas for this one, maybe moving Reaper to this part will helps, then +2 cards for the non-offensive parts. Spells: Send 1 card from your Extra Deck to the Graveyard; your opponent banishes 2 cards from their Extra Deck. Also, you can Special Summon 1 "Night's End" monster from your Graveyard. Two cards might be too much, but since you might return them to their deck as a cost, it might be pretty much fine. Besides, they choose the cards themself. My thought: This set needs their RotA, that's all. Extra Deck Monsters: Cannot be Special Synchro Summoned from the Extra Deck. This card gains 100 ATK for each of your opponent's banished cards. When this card is Synchro Summoned: You can banish all cards from the Graveyard. When you do: You can shuffle 5 of your opponent's banished cards into the Deck; banish all other cards on the field. Once per turn, during either player's turn: You can return 2 of your banished cards to the Extra Deck; banish up to 2 cards from your opponent's Graveyard. Banishing stuffs is this set's real only option of removing cards. :D Anyway, its JD's effect is both powered down and powered up a bit, only once per summon, but banishes the cards instead. Its first effect banishes ALL cards from BOTH player's graveyard (you cannot avoid this if you want to JD the field though, it comes with this cost). Added the last effect to replenish cards used for JD-ing the field, and interrupting your opponent's graveyard (really much). You might want to lower this monster's ATK, and increase its DEF to something around 2400. Add Xyz Monsters if you want to go with it too. Anyway, was that too much? Well, sorry if it's too much, or inappropriate, or whatever you dislike from it. Also, answering your worries, based on the set's current cards. Only Arcanite Magician is good if you asks about spellcaster synchros. TGHL is for synchro-oriented decks, and Tempest/Explosive Magician are for spell counter decks. Reaper: I mentioned it above. DPP: Its SS-ing effect is good enough, that's all that I can say. SSS: banishing effect -> too weak, ATK gain -> sufficient, JD's effect: you lose too much ATK power for this, imo. Changing that effect to a cost doesn't change a thing, still can be used outside of the archetype (Number 18: Heraldic Progenitor - Plain Coat still uses its effect if sent as a cost). As said above, spellcaster synchros aren't that good. And more, in its current state, it will banish cards slowly, only by NES, and only by him (SSS do worse than NES on most cases). :( And even more, I TOTALLY LOVES the artworks!! too good, damn too good. xD Link to comment Share on other sites More sharing options...
Agro Posted May 21, 2014 Author Report Share Posted May 21, 2014 Wow thanks so much for responding so in depth! I'm very impressed. This'll take a while, but please let me try to respond to as much as I can. WOW. THESE CARDS ARE BEYOND AMAZING.8D Artwork Only artwork I'm a bit iffy on is Sun's Set Sorcerer. I have a whole collection of images like these, but I couldn't find one that I thought matched well as a Synchro monster for this archetype. May or may not change it going forward. (don't worry about me passing on the artwork praise, just wanted to save it for last ^^) Issue 1: Reaper to me seems off. At least with Assassin you get the utility of destroying a card on the field. However, Reaper's discard-a-card effect seems so unpreferable to Assassin that one would rarely use it in the first place. Maybe if Reaper made the opponent mill, say, 3 cards - that would make a difference. The thing about Reaper isn't that its bad in any way; it's just really lackluster compared to Assassin that its use would be really limited. If Reaper made your opponent mill, that would easily feed into the overall theme of the Deck.I tried to make each of the non-Tuners attack a different place in which cards could be in order to get them in the Graveyard to be banished by Sorcerer. Huntress takes the deck, Assassin takes the field, and Reaper, in this case, attacks the hand. Attacking the hand can be very powerful if done correctly, and I don't necessarily expect people to run 3 Reapers and 3 Assassins. Nor do I expect someone to run one over the other. They have their own niches. A lot of times, you're better off going after the hand than the field. That's the idea anyway. Issue 2: Assassin and Reaper only proc on Special Summon. This means they only incur their effects under the following condition: they are in the Graveyard and Huntress or Dusk Pact Parting is used; they are in the hand and Huntress is used; they are in the Deck and Dusk Pact Burial is used. The list that I have given makes it seem that a lot of ways exist to bring out the monsters - but Huntress is best used to bring out the Tuner, so that's out of the equation, and Dusk Pact Parting only works if the monsters are in the Graveyard. Thus, assassin and reaper would only come out on occasion. These cards are designed well but for some reason (it might just be me misinterpreting), I can't seem to see how they would be most effectively used aside from cases where you NEED to get assassin out to destroy an annoying card.Hmm. Perhaps. Not being able to playtest CC obviously causes issues when it comes to card design, so i'm not sure whether this is actually a problem or not. Huntress doesn't necessarily need to be used for Sorcerer, but maybe I should add in a way to recover Huntress so that you're not TOO worried about reserving its use for synchro summoning alone. As far as use, the destruction or hand drop are in many cases secondary to the fact that they are Level 4 Spellcasters you can synch with Sorcerer. SS one, NS the other, Synchro is always a possible play. Issue 3: The deck relies a lot on Special Summoning from the Graveyard (especially with Huntress and Dusk Pact Parting), but I see no way (aside from stalling by battle) to get the necessary monsters (non-Synchro) into the Grave. I suggest adding some Spell card that brings this utility. The reason is that, given the mechanics of this Deck, I foresee a lot of stalling/backed up hands - both of which are neither preferable nor desired.Thanks for pointing this out. I have an idea on how to handle it, and am currently working on the cards, but I need some graphics help to get the look right, so it may take a bit. As for getting things into the Graveyard, I'd imagine decks using something like a Lightsworn engine is a possibility. They even have the Spellcasters to work in. But perhaps I should consider something else. I do have an idea, though. Also, please let Burial summon from the hand as well (otherwise, Assassins and Reapers in your hand do nothing but clog).I think I'll do this. I really really really like your ideas and this whole elaboration on "Night's End" as a legitimate archetype. My critique is one centered on making this archetype function as a stand-alone set...so forgive me if anything is blatantly against your wishes and call me out on being presumptuous or bold in any of my suggestions. I tend to offer a lot of suggestions in my reviews, so anything you find unnecessary, please say so I get better at reviewing! Nonono, if anything this is a breath of fresh air. I hardly ever get comments this in depth or lengthy. I love it, actually. I hope I'll see you around here a lot more. General ErrataShared effect:That Special Summon is already treated as a Synchro Summon, no need for that extra part.Monsters:Normal Summoning a monster through an effect is done only by a few cards, and Normal Summoning on Chain Link 2 or higher is not yet possible. "If" still works the same though. And the game uses "when" for on-Normal Summon effects.That matters, and for monsters, "use" is preferred and more commonly used.Spells:Minors. Dusk's Pact Parting's method of sending a card from your opponent's Extra Deck needs to be explained there.Good and logical ocg fixes? My my myyyyyyyyy. Thanks a lot. I never get this. This is great! Advanced Errata + IdeasShared effect 2:I do kind of like working in Xyz into this, but I think I may go about it a different way. "From your Graveyard" is too strong if the Special Summoned monster provides a plus, and in this case, every other monster here provides it (very well).I disagree, looking at it more on a case-by-case basis. There's a lot of generic revival that doesn't care what it summons. "Summon from your hand" is a line that makes most people just ignore the card as useless, and I'd look at Huntress the same way if it were just that. It's better to do something to the field rather than the hand, if there's nothing there then this is the option. Banishing the card isn't that bad (banishing a card from your opponent's hand is less offensive than banishing a costly-summoned monster they own), and the once per turn limitation keep it from obliterating the entire hand (it's impossible even without it, though). And the condition keeps it from being used by any deck. Fulfilling the condition isn't that hard either, Summoner Monk + Magical Exemplar are spellcasters.Banishing something is fine, it's like the set's only way to remove cards. xDI think I might actually make use of that "You must control a Spellcaster-Type monster" condition, I kinda like it. As for making all the cards banish, the idea is to get cards into the graveyard and THEN banish them, so I think i'll stick with using just that instead of making them be banished in the first place. Send cards from your Extra Deck to do something less offensive or not offensive at all (adding a card from your deck to your hand is a good choice for this).Shuffle your opponent's banished cards into the Deck (as a cost) to do something offensive. Though, I don't find any ideas for this one, maybe moving Reaper to this part will helps, then +2 cards for the non-offensive parts.These two ideas are interesting, I'll have to think about it. My thought: This set needs their RotA, that's all.I got something in mind. Extra Deck Monsters:Banishing stuffs is this set's real only option of removing cards. :DAnyway, its JD's effect is both powered down and powered up a bit, only once per summon, but banishes the cards instead. Its first effect banishes ALL cards from BOTH player's graveyard (you cannot avoid this if you want to JD the field though, it comes with this cost). Added the last effect to replenish cards used for JD-ing the field, and interrupting your opponent's graveyard (really much). You might want to lower this monster's ATK, and increase its DEF to something around 2400.I feel like banishing ALL of the cards is too much. I'd rather the banishing be more targeted. And like the other cards, I'd prefer the effects send to the Graveyard before being banished. Replenishing cards is definitely something I need to look into, and I may still edit the ATK/DEF for Sun's Set. Anyway, was that too much? Well, sorry if it's too much, or inappropriate, or whatever you dislike from it.It was great. The OCG fixes were fantastic and I like getting suggestions, even if I don't implement them. (I rarely implement them, but they often lead to me coming up with something completely different but impossible for me to have come up with any other way) SSS: banishing effect -> too weak, ATK gain -> sufficient, JD's effect: you lose too much ATK power for this, imo.Banishing effect does feel a little weak, though I'd like to find the balancing point between banishing a possibly underwhelming target group and banishing the whole Graveyard. I don't really think a 500 ATK loss is too much to wipe the field clean for a direct attack. Changing that effect to a cost doesn't change a thing, still can be used outside of the archetype (Number 18: Heraldic Progenitor - Plain Coat still uses its effect if sent as a cost). As said above, spellcaster synchros aren't that good.Well the idea there really is to make the send effect necessary to use the card- which is something many decks just don't want to do- to limit it as a generic card to be spammed in any deck, especially with the synchroing from grave effects. Though if this somehow finds use in Heraldic decks, well, more power to them. xD And more, in its current state, it will banish cards slowly, only by NES, and only by him (SSS do worse than NES on most cases). :(Yeah, this is one of the things I've been trying to figure out. I've got at least 2 more cards on the pipeline, so we'll see if I can alleviate that + changes to what I got so far. And even more, I TOTALLY LOVES the artworks!! too good, damn too good. xDArtwork: Shoot me. Shoot me now. However on Earth you managed to find these artpieces for your cards baffles me, and they all match their name! The effort that you put in to designing these cards really shows, and considering the fact that you used a coherent set of pictures based solely on one existing card is beyond belief.x3 Link to comment Share on other sites More sharing options...
Overfrost! Posted May 21, 2014 Report Share Posted May 21, 2014 Good and logical ocg fixes? My my myyyyyyyyy. Thanks a lot. I never get this. This is great!Tbh, I'm surprised hearing this. Are there no one that cares about something like this? :oAnd I forgot to mention that SS-ing from Graveyard usually involve monster-targeting, you might want to change it. It will be disrupt-able by D.D. Crow and Necrovalley, The End of Anubis, those shitty cards ever. xDI do kind of like working in Xyz into this, but I think I may go about it a different way.The normal way is still good too, that was just maybe if you want to go that way as well.I disagree, looking at it more on a case-by-case basis. There's a lot of generic revival that doesn't care what it summons. "Summon from your hand" is a line that makes most people just ignore the card as useless, and I'd look at Huntress the same way if it were just that.This need a proper explanation, here: You Normal Summon NEH (losing 1 card from your hand), then Special Summon 1 NEA, then NEA destroy a card (opp loses 1 card). After that, you Xyz Summon Castel the Avian Skyblaster (no card loss from you), then shuffle 1 of you opp's card into their Deck (opp lose 1 card, again). To summary, you lose 1 card to get rid 2 cards, this is OP (not to mention if the cards removed by them requires 2 cards by your opp to summon, more losses for them).I think I might actually make use of that "You must control a Spellcaster-Type monster" condition, I kinda like it. As for making all the cards banish, the idea is to get cards into the graveyard and THEN banish them, so I think i'll stick with using just that instead of making them be banished in the first place.Instead of that idea, I prefer the idea of banishing cards, then shuffling them into the Deck or returning them to the Graveyard to activate more effects. It's faster, and it's not like your opp won't fill their Graveyard with spells, monsters used for Synchro/Xyz, and stuffs. NES is the card that does banishing from their Graveyard, while the others from the other parts. Sending the cards to the Graveyard, then banishing them afterwards is like Lightsworn that banishes their top-decks, then returning them to the Graveyard (this will be something like HELL).I feel like banishing ALL of the cards is too much. I'd rather the banishing be more targeted. And like the other cards, I'd prefer the effects send to the Graveyard before being banished. Replenishing cards is definitely something I need to look into, and I may still edit the ATK/DEF for Sun's Set.I forgot to notice how easily Synchro-able this card is, especially with more cards coming out. Something as weak as "Target 1 card on the field; banish it." is perfect (it's not that weak, though). Making it doesn't target might buff the effect a bit, though not recommended. Having that last effect I made really makes your opponent plays with a one sided Necrovalley/Macro Cosmos in play. And that part that banish all cards from BOTH Graveyards is pretty fine, since you lose all too, which is necessary for your plays.Well the idea there really is to make the send effect necessary to use the card- which is something many decks just don't want to do- to limit it as a generic card to be spammed in any deck, especially with the synchroing from grave effects. Though if this somehow finds use in Heraldic decks, well, more power to them. xDIn ANY Deck, a couple of Ghostrick Alucards and/or Ghostrick Dullahan works perfectly well in making the cost pointless, sending 7 cards from your Extra Deck to the Graveyard is NOT pointless though (6 of them are those Ghostricks, which returns each other back to the Extra Deck). You might want to make the cards send Synchro Monsters instead of any monsters, even in their own Deck (or any Spellcaster Decks, or even ANY Decks that has a Summoner Monk in it), they can use those Ghostricks for costs. And even with that condition, Summoner Monk fix it for Heraldics (only 2 Summoner Monks though, really lame actually).Yeah, this is one of the things I've been trying to figure out. I've got at least 2 more cards on the pipeline, so we'll see if I can alleviate that + changes to what I got so far.I said a way to fix this above. Increasing the amount of banishment is like giving more OPness to a card, so you might really want to consider that above play.x3Where the heck you got those crazy artworks? O_O Link to comment Share on other sites More sharing options...
Agro Posted May 22, 2014 Author Report Share Posted May 22, 2014 Tbh, I'm surprised hearing this. Are there no one that cares about something like this? :oNaw, it's just that not enough people actually put in the time to be so thorough. And I forgot to mention that SS-ing from Graveyard usually involve monster-targeting, you might want to change it. It will be disrupt-able by D.D. Crow and Necrovalley, The End of Anubis, those shitty cards ever. xDUsually, but there are more than a few cases where it doesn't target, such as Darkness Metal Dragon. Parting I should actually make target, but Huntress doesn't target because it can also SS from the hand. This need a proper explanation, here: You Normal Summon NEH (losing 1 card from your hand), then Special Summon 1 NEA, then NEA destroy a card (opp loses 1 card). After that, you Xyz Summon Castel the Avian Skyblaster (no card loss from you), then shuffle 1 of you opp's card into their Deck (opp lose 1 card, again). To summary, you lose 1 card to get rid 2 cards, this is OP (not to mention if the cards removed by them requires 2 cards by your opp to summon, more losses for them).I could always add in the "but their effects on the field are negated," but that would basically destroy the entire point of having it SS. Hand is also a no-go as it would make Huntress bad. I could make it so that a monster summoned by Huntress is banished when it leaves the field, so that you have to consider losing resources as well. In the end I'm not as concerned about a possible +2 scenario that requires setup in a game that already allows for similar plays on a regular basis, I suppose. Instead of that idea, I prefer the idea of banishing cards, then shuffling them into the Deck or returning them to the Graveyard to activate more effects. It's faster, and it's not like your opp won't fill their Graveyard with spells, monsters used for Synchro/Xyz, and stuffs. NES is the card that does banishing from their Graveyard, while the others from the other parts. Sending the cards to the Graveyard, then banishing them afterwards is like Lightsworn that banishes their top-decks, then returning them to the Graveyard (this will be something like HELL).That's not exactly a fair comparison. Many lightsworn card effects activate around the fact that you're sending from the Deck to the Graveyard. Not doing so is going around it completely, and I'd like to avoid being able to banish everything your opponent has. Sending to the Graveyard and then removing things from there is a much more balanced approach. It makes it harder to do, yes, but being able to banish everything from anywhere is a dangerous game to be playing, so making you have to go the extra yard to banish is more helpful than hurtful. Destruction, milling and hand removal are all powerful enough plays. In ANY Deck, a couple of Ghostrick Alucards and/or Ghostrick Dullahan works perfectly well in making the cost pointless, sending 7 cards from your Extra Deck to the Graveyard is NOT pointless though (6 of them are those Ghostricks, which returns each other back to the Extra Deck). You might want to make the cards send Synchro Monsters instead of any monsters, even in their own Deck (or any Spellcaster Decks, or even ANY Decks that has a Summoner Monk in it), they can use those Ghostricks for costs. And even with that condition, Summoner Monk fix it for Heraldics (only 2 Summoner Monks though, really lame actually).Summoner Monk being a +0 in a deck doesn't sound all that problematic, tbh. Though I'm not sure how I feel about being able to throw that combination into any deck. Ghostrick and Heraldics don't really worry me as they're kinda meh anyway, but maybe I'll consider making it so that you need to control another "Night's End" monster to activate their effects. The balance it holds with splashability is fairly debatable. Where the heck you got those crazy artworks? O_OSorry, trade secret. Link to comment Share on other sites More sharing options...
Overfrost! Posted May 22, 2014 Report Share Posted May 22, 2014 That's not exactly a fair comparison.True. Another example: in a Bujin deck, you banish Bujingi Sinyou (through any card, I dont' care), then you return it to the Graveyard with Bujin Regalia - The Sword. Something like that.Summoner Monk being a +0 in a deck doesn't sound all that problematic, tbh. Though I'm not sure how I feel about being able to throw that combination into any deck. Ghostrick and Heraldics don't really worry me as they're kinda meh anyway, but maybe I'll consider making it so that you need to control another "Night's End" monster to activate their effects. The balance it holds with splashability is fairly debatable.In Heraldics: NS Summoner Monk, then SS NEA/NER, send Heraldic Progenitor Plain-Coat and destroy/send 1 card. Then, send TWO Heraldic monsters to the Graveyard via Progenitor's effect (Leo + Aberconway perhaps). Add 1 Heraldic monster from your Deck (Leo's effect). After that, SS Castel/ARK, remove a card. Total: 2 cards (Summoner Monk + 1 Spell) for removing 2 cards, AND adding 1 card, AND converting additional Aberconways sent to your grave to +1.I don't care about Ghostricks. Oh wait, exact same as above, only without that extra Aberconway stuffs.And Heraldics aren't that bad, if only Leo is a Beast-Warrior. >.>But still, they aren't that bad. Link to comment Share on other sites More sharing options...
Agro Posted May 22, 2014 Author Report Share Posted May 22, 2014 True. Another example: in a Bujin deck, you banish Bujingi Sinyou (through any card, I dont' care), then you return it to the Graveyard with Bujin Regalia - The Sword. Something like that. Actually, this example is what I'm doing, as you have to send Sinyou to the Graveyard to use its effects. You don't just get to use its effects anywhere. In Heraldics: NS Summoner Monk, then SS NEA/NER, send Heraldic Progenitor Plain-Coat and destroy/send 1 card. Then, send TWO Heraldic monsters to the Graveyard via Progenitor's effect (Leo + Aberconway perhaps). Add 1 Heraldic monster from your Deck (Leo's effect). After that, SS Castel/ARK, remove a card. Total: 2 cards (Summoner Monk + 1 Spell) for removing 2 cards, AND adding 1 card, AND converting additional Aberconways sent to your grave to +1. I don't care about Ghostricks. Oh wait, exact same as above, only without that extra Aberconway stuffs. And Heraldics aren't that bad, if only Leo is a Beast-Warrior. >.> But still, they aren't that bad. I can see where that can be a problem being generic. In that case, I'll add in additional restrictions for Reaper/Assassin as well as Burial to make sure they don't get turned into broken engines outside of the archetype. Link to comment Share on other sites More sharing options...
Hyuuga Mayuki Posted May 22, 2014 Report Share Posted May 22, 2014 Where the heck you got those crazy artworks? O_O Actually, I know where Agro got it. The one who made those artworks was a person who was active in creating cards in the GX period, but was slowed down, though still creating artworks for various cards, and her latest work is in the Galactic Overlord booster pack. I know, since I'm fond of her style of art that she exhibited on the cards she created. She also had an account in Pixiv, where Agro got all those. Link to comment Share on other sites More sharing options...
Agro Posted May 22, 2014 Author Report Share Posted May 22, 2014 Actually, I know where Agro got it. The one who made those artworks was a person who was active in creating cards in the GX period, but was slowed down, though still creating artworks for various cards, and her latest work is in the Galactic Overlord booster pack. I know, since I'm fond of her style of art that she exhibited on the cards she created. She also had an account in Pixiv, where Agro got all those. "All" is a bit of a stretch. Maybe most of the ones I've used here (so far) also I have to kill you now. She also has accounts on all sorts of smaller sites where a few of the pieces that I have of hers were exclusively posted. The biggest cache of her work, however, is on gelbooru, though I warn against going there as she doesn't exactly only do sfw art. Also she's a yaoi fan. Anywho, she did the art for Night's End Sorcerer, the charmers, and a bunch of other cards, which is why the art pieces match up so well. Link to comment Share on other sites More sharing options...
Overfrost! Posted May 22, 2014 Report Share Posted May 22, 2014 Actually, this example is what I'm doing, as you have to send Sinyou to the Graveyard to use its effects. You don't just get to use its effects anywhere.Oh wait, I meant banish Sinyou by any effects, except by itself (Lightray Grepher?), then returning it to the Graveyard via that trap. Something like that.Most decks will take a benefit from NEH milling 2 cards, banishing 2 cards is better. And honestly, I don't see why someone wants to NES every time just to banish junk cards. Most of the times, they already activated their effects while they got stuck in there. Banishing them from the start is better, more straightforward, efficient, simple, and less costly.Also, this helps: "Destroy it, and if you do, banish it instead of sending it to the Graveyard." Link to comment Share on other sites More sharing options...
Agro Posted May 22, 2014 Author Report Share Posted May 22, 2014 You're going to NES anyway. It most certainly won't all be junk cards either. Most every deck nowadays takes advantage of the Graveyard. Banishing makes it better. I get that. That's obvious. That's also the point. The fact you have to send first is a nerf and makes you more selective in what to banish rather than be like "banish errethin" Link to comment Share on other sites More sharing options...
Overfrost! Posted May 22, 2014 Report Share Posted May 22, 2014 I'm just being stubborn. xD I'll just stop arguing. Your cards, your choices. Wait, something to add: You should add more plussies, as NES itself isn't that plussy. Link to comment Share on other sites More sharing options...
Agro Posted May 22, 2014 Author Report Share Posted May 22, 2014 I suppose. Thanks for the OCG fixes though! Should have 2 more cards on the way at some point. Link to comment Share on other sites More sharing options...
Feartheghost Posted May 23, 2014 Report Share Posted May 23, 2014 If I may I would like to make a suggestion on the general effects. Monsters: Banish opponent's cards by sending cards from your Extra Deck to the graveyard, and they can't be used to Special Summon monsters from the Extra Deck. Spells: Returning Extra Deck cards from your graveyard to the Extra Deck to special summon "Night's End" monsters. Traps: Causes your opponent to send Extra Deck cards to the graveyard to do certain things. Maybe something like a continuous one that says, "Your opponent must send 1 random Extra Deck card from their deck to their graveyard to declare an attack. The/This effect of "Card Name" can only be activated once per turn." Something like that maybe? Link to comment Share on other sites More sharing options...
Agro Posted May 23, 2014 Author Report Share Posted May 23, 2014 I may use some of those ideas in some way or another. The "they can't be used to Special Summon monsters from the Extra Deck." gives me a few ideas, especially. As well as the trap card, methinks. We'll see. Link to comment Share on other sites More sharing options...
magemeek22 Posted May 27, 2014 Report Share Posted May 27, 2014 For Dusk Pact's Burial, I think it would be great if you added an "if any" condition, like follows (not actually "if any", but gets the point across): If the only monster you control is a "Night's End" monster, or you control no monsters: You can send 1 card from your Extra Deck to the Graveyard; Special Summon 1 "Night's End" monster from your Deck. It adds a little more versatility and prevents the card from being a dead draw. Little flavor, nothing too necessary but imo a worthy change Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.