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The Jebus card collection


Jebus94b

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This card can only be summoned by activating the ritual card "The Prophecy". This card can attack twice per turn.

 

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This card is used to summon the card "Comrade Knight, Bringer of the End". You must tribute cards that equal eight stars or more from your hand and/or on your side of the field.

 

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This monster is considered a normal monster when face up on the field or in the graveyard. When this card is face up on the field you can normal summon it to have this effect: If this monster destroys an opponents monster in battle, this monsters attack doubles until the end phase and this monster can then attack a monster on your opponents side of the field only if your opponent controls any other monsters. This effect can only be activated once per turn.

 

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When this card is sent from the field to the graveyard by battle you can pay 500 life points to equip this card to another Ninja type monster on your side of the field. If that monster would be destroyed destroy this card instead.

 

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Once per turn when your opponent attacks this card you can negate that attack.

 

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Silent as the light breeze on a moon lit night he desacrates any and all that are unlucky enough to get caught in his way.

 

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When your opponent attacks negate that attack and skip to thier end phase.

 

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Set on curing the world of evil this man uses his minipulation of the light elements to aid him in finding all whom the darkness has curupted.

 

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Flip: Destroy one of your opponents monsters without activating any of its effects.

 

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The fusion of "The Hidden Reaper" and "Saint of Shadows".

 

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All face up Ninja type monsters are immune to attacks for three of your opponents turns.

 

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During your opponents first Main Phase you can look at their hand. When this card is destroyed remove one card from your opponents hand from play.

 

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Tribute one Ninja type monster to take control of one of your opponents monsters. If this card is destroyed then destroy the monster. If the monster is destroyed then destroy this card.

 

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If you control a face up Ninja type monster on your side of the field select and destroy one of your opponents monsters regardless of its position. No spell, trap, or card effects can counter this card.

 

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A scout for the group known as The Comrades, this man travels far and beyond trying to find the next galaxy for his Master Comander to rule.

 

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Summon as many level four or lower Ninja type monsters from your graveyard.

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You need to post his Ritual Card as well (both this/its Ritual count as a single card, so this can be moved there).

Also remember to post your card's lore (effect text) underneath card, so it's easier for us to fix OCG if needed.

 

A double attacking effect is nice, but otherwise it's just a 3000 ATK beater that is fatally weak to stuff like Exciton, Mirror Force, 101 [Ark Knight] and so on. Unless you post the Ritual Card (and assuming it follows the lines of recent stuff), there's nothing much that this card can already do that several others don't already accomplish.

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There all sixteen of them. Please enjoy. Note: the cards may be simple but that is the point. I'm not intending to make cards that can't be destroyed I intend to make cards that can actually work in legit dueling.

 

Well then, this calls for one good look at what you've got.

 

[spoiler Comrade Knight, Bringer of the End]This card You can only be Ritual Summoned by activating the ritual this card with "The Prophecy". This card can make a second attack during each Battle Phase twice per turn.[/spoiler]

[spoiler The Prophecy]This card is used to Ritual Summon the card "Comrade Knight, Bringer of the End". You must Tribute cards that monsters from your hand or field whose total Levels equal 8 stars or more from your hand and/or on your side of the field.[/spoiler]

Popular Ritual Spells these days tend to have at least one of the following:

  • Bring out a very potent Ritual Monster such that its effects are worth the effort
  • Serve an alternate purpose in the Graveyard, after it has been used
  • Capable of bringing out different Ritual Monsters, thus saving on Deck space

Problem is that this Ritual set doesn't easily fit into either of the above criteria. It won't look out of place in an earlier time, but the game's progressed to the point where Rituals are outright outclassed if they don't do anything new.

 

For your subsequent cards, Ninja is not an existent Type. In the Realistic Cards section, no custom Types or Divine-Beasts are allowed. Adjust accordingly before this ends up getting moved to Any Other Cards. I would suggest integrating your cards into the existing Ninja archetype. My subsequent edits will assume you do that.

 

[spoiler Master Rabbit-Foot]This monster card is considered treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect:

*Once per turn, during the Damage Step, if this attacking card monster destroys an opponent's monster in by battle and your opponent controls another monster: Double this monsters card's ATK doubles until the End Phase, also and this monster card can make a second then attack in a row. monster on your opponents side of the field only if your opponent controls any other monsters. This effect can only be activated once per turn.[/spoiler]

Potent effect on a lackluster body. But I suppose it's fair - once you unlock its effect and get it running it'll prove to be worth the effort.

 

[spoiler Mist Brother]When this card is sent from the field to the graveyard destroyed by battle and sent to the Graveyard: You can pay 500 Life Points to target 1 "Ninja" monster you control; equip this card to that target another Ninja type monster on your side of the field. If the equipped monster would be destroyed, destroy this Equip Card instead.[/spoiler]

Reminiscent of Vylons and their Equip shenanigans. Rather standard protection effect.

 

[spoiler Stealth Runner]Once per turn, when your opponent attacks targets this card for an attack: You can negate the attack.[/spoiler]

Even Utopia would be marginally better in the attack negation department.

 

[spoiler The Hand of Time]When your opponent declares an attacks : Negate the attack, and skip to thier then it becomes the End Phase of this turn.[/spoiler]

I would actually run this. Many choose to make their S/T Setting decisions post-combat. Forcing them into skipping their Main Phase 2 will disrupt their decision making process and leave them very vulnerable.

 

[spoiler The Hidden Reaper]FLIP: Destroy one of Target 1 monster your opponent controls; destroy it monsters without activating any of its effects.[/spoiler]

Protip: Destroying face-down monsters with effects will not trigger Flip Effects or "when this card is flipped face-up" effects. Unless you intend it to also prevent the target from activating any effects in the Graveyard...

 

[spoiler Ghost of Shadows]The fusion of "The Hidden Reaper" + "Saint of Shadows"[/spoiler]

Fusion Monsters with no effects? That's a thing of the very, very distant past. Nobody would run this because nothing can justify giving up 3 cards for an effectless monster.

 

[spoiler Smoke Screen]Until your opponent's 3rd End Phase after this card's activation, your opponent cannot target All face up "Ninja" type monsters are immune to for attacks for three of your opponents turns.[/spoiler]

Similar to Swords of Revealing Light that's transformed into a lingering effect and protects specific monsters. But aren't Smoke Screens primarily used for safe retreats? Feels counter-flavour to have your Ninjas still be able to attack in the midst of the smokescreen.

 

[spoiler Open-Minded]During your opponent's first Main Phase 1: You can look at your opponent's their hand. When this card is destroyed: remove Your opponent randomly banishes 1 card from your opponents their hand from play.[/spoiler]

If you get a choice of what card gets banished, it'll be very powerful, in addition to seeing your opponent's hand. I've modified it to banish randomly.

 

[spoiler Get Over Here]Activate by Tributing 1 "Ninja" type monster to take control of and targeting 1 monster of your opponent controls; take control of that target monsters. If this card is destroyed, then destroy that target the monster. If the monster that target is destroyed, then destroy this card.[/spoiler]

Very potent, seeing that no matter how your opponent deals with this card they'll lose the monster either way. However, if they were to return their monster to the hand...

 

[spoiler Fatality]If you control a face up "Ninja" type monster: on your side of the field select and destroy Target 1 monster of your opponent controls; destroy it monsters regardless of its position. No spell, trap, or card effects can counter This card's activation and effect cannot be negated.[/spoiler]

Tacking on immunity to negation makes it a very good form of spot removal. It's a pity that there are monsters immune to targeting and/or destruction, or cards that grant that.

 

[spoiler Immortal Ghosts]Target any number of Level 4 or lower "Ninja" monsters in your Graveyard; Special Summon them as many level four or lower Ninja type monsters from your graveyard.[/spoiler]

That's pushing the envelope a bit too far. Most multiple-revive cards either have debilitating downsides or costs. The others which don't are on the banlist. This belongs to the latter.

 

Normal Monsters are not discussed because there's little to discuss about them.

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