DeuceMs Posted May 29, 2014 Report Share Posted May 29, 2014 This card can only be Xyz Summoned while you have 4000 or less Life Points, and while Armageddon is on the field. While Armageddon is on the field, this card cannot be destroyed. During each player's Standby Phase, you may detach 1 Xyz Material from this card. If the detached Xyz Material is a Legendary Horseman monster, activate the designated effect: If the Xyz Material is Conquest, multiply the ATK and DEF changes from Armageddon by 2 If the Xyz Material is War, double the ATK of any monster that declares an attack this turn If the Xyz Material is Famine, halve your opponent's Life Points. If the Xyz Material is Death, destroy all monsters on the field, except Emissary of Judgement, Apolleon If the Xyz Material is Pestilence, destroy all Spell/Trap cards on the field, except Armageddon. If this card has no Xyz Materials, each player loses 1000 Life Points during their respective Standby Phases. During each player's Standby Phase, Special Summon 1 "Legendary Horseman" monster from your hand, Deck, or Graveyard. Monsters that are Special Summoned this way cannot be targeted by Spells, Traps, or card effects until this card resolves. You cannot Special Summon the same monster twice with this card's effect. Destroy this card after the 4th Standby Phase after this card's activation. During each player's Standby Phase, permanently decrease the ATK and DEF of all non Fiend-Type monsters by 150. While this card is on the field, neither player must pay the cost listed in the effect of an "Archfiend" monster in order to activate its effect or keep it on the field. However, they are destroyed during that player's 3rd End Phase. During the End Phase of each player's turn, all monsters in the turn player's Graveyard may be sent to the bottom of the Deck at the cost of 100 Life Points per monster. This card cannot be destroyed until the End Phase of the next turn. When this card is Normal Summoned, you may play 1 "Armageddon" Field Spell from your hand or Deck. Once during either player's turn, you may banish 1 "Legendary Horseman" monster from your hand or Deck. Treat this card's name and Level as those of the banished monster, until the End Phase. When this card is destroyed, Special Summon any monsters that were removed from play by this card's effect to your side of the field, but negate the effects of those monsters. This card cannot be targeted for an attack. While this card is on the field, your opponent's monsters lose 300 ATK and DEF. During your End Phase, you may Special Summon 1 "Legendary Horseman: War" from your hand or Deck. If this card destroys a monster by battle, by paying 1000 Life Points, you can Special Summon it to your side of the field at the end of your next turn. Cannot be Normal Summoned/Set. This card cannot be targeted by Trap cards. If this card declares an attack, double its ATK during the Damage Step only. During your End Phase, you may Special Summon 1 "Legendary Horseman: Famine" from your hand or Deck. If this card would be destroyed by a battle, your opponent takes damage equal to half the damage that was inflicted on your Life Points as a result of that battle. Cannot be Normal Summoned/Set. This card cannot be targeted by Spell cards. During each of your opponent's Standby Phases, they lose 700 Life Points. During your End Phase, you may Special Summon 1 "Legendary Horseman: Death" from your hand or Deck. If this card would be destroyed by a card your opponent controls, you can pay 500 Life Points, this card remains on the field. Cannot be Normal Summoned/Set When this card is destroyed, you can pay 300 Life Points, Special Summon this card during the End Phase of that turn. Once during either player's turn, you may select one card on the field and destroy it. During the End Phase, you may Special Summon 1 "Legendary Horseman: Pestilence" from your hand or Deck. If this card would be destroyed by an opponent's monster, destroy that card as well. This card cannot be targeted by Monster Card effects. While this card is on the field, both players must pay 300 Life Points to activate a Spell or Trap card. During your End Phase, you may Special Summon 1 "Legendary Horseman: Conquest" from your hand or Deck. When this card is destroyed, banish all set Spell/Trap cards currently on the field. Both players take damage equal to the number of cards banished by this effect x 200. Activate only while "Armageddon" is on the field. Negate the activation and effect of a Spell, Trap, or Monster Card effect that would designate a card(s) you control as a target and destroy that card. During the End Phase of each turn, inflict damage to both players' Life Points equal to the total number of cards they control x 100. Link to comment Share on other sites More sharing options...
Darthakin Posted May 29, 2014 Report Share Posted May 29, 2014 I thought the 4 horsemen were 'pestilence' famine war and Death. I can read appolleon, many can not. Please post the lore under the card. The card's are not bad, but I'd rather not use them. Nor appolleon for that matter, Volcosaurus would a better job. Armageddon on the other hand is promising, although I don't see what it has to do with all the other monsters except for not harming fiends. Link to comment Share on other sites More sharing options...
wightpower Posted May 30, 2014 Report Share Posted May 30, 2014 @Darthakin: Depends on the writer. Conquest was a part of the original four before people decided to interpret them all as more villainous and metal, so pestilence took his place. If I remember correctly, only Death was named when they were first written, and the other three were just named by the color of their horse. @DeuceMs: I agree with the above about posting the effects below each card. It'll allow people with more knowledge of the OCG than me to edit any errors they find. I'll probably be biased in reviewing them as I'm seeing a bunch of "Cannot be destroyed" effects on yet another archetype based on biblical allegory. At first, I thought Apolleon would be too difficult to get on the field, but now I think he's too easy to summon, and his effects tip the scales very far in the controller's favor when he's out. If he was harder to get on the field, that'd be fine, but as of right now I think the only downside of summoning him is that having all four horsemen out by themselves might be better than bothering with him at all (but I guess that's a situational thing, so I digress). I feel like getting all four horsemen on the field is too easy as they are written now, and their invulnerability in battle makes it difficult to stop them before Apolleon comes out to wreck shop. I know he needs Armageddon to get on the field, but there are plenty of easy way to fish that out of your deck. Speaking of the False Prophet (why is he false, by the way? I feel like he can help end a duel more quickly for the player. Wouldn't that make him a true prophet of the end?), I think his protection from destruction clashes too much with his last effect that only really works if you engineer a way to kill him yourself. Taking his invincibility might actually work out better for his effect, letting him swap out horsemen more easily. I think there are two small problems I have with these: The first is that their Fiend sub-type seems really cosmetic and unnecessary. I think you might be better off leaving that out and changing Armageddon to support the horsemen more closely. I don't think you need to jump through hoops to mix their lore with demons. The Fiend effects seem kind of redundant, so chopping those out will loosen up text space for more effects to make each card feel more unique. So far, there doesn't seem to be any reason to make them fiends, and I don't see the point of mixing them with Archfiends (of course, nothing's stopping you from going that route. In which case, just make them fiends from the get-go. No reason they need to be warriors). My other problem is that I feel they aren't risky enough to duel with. I might be overreacting with how broken I think they are, but I feel like if I used them in a duel, I wouldn't be losing Life Points that often, and that I'd have my opponent on the ropes too easily. Especially if I could get Apolleon out, halve my opponent's Life Points and beat him over the head with impunity. And you know I'd put a Field Barrier on Armageddon, practically ending the duel right then and there. For now, before you add more cards to the set: I personally feel like the set is both broken and full of redundant effects that you could trim down to make the cards work better together. I may be wrong about that though, and I hope you get more comments as you keep making these. At the moment, these don't seem like cards I'd ever play, despite the metal album cover artwork. They're not... I don't know, fun? I think I'd be bored winning with these. Minor Suggestions: You'd earn my respect if you made Armageddon affect both players more. I miss the days when Field Spells affected both players equally, rather than inherently benefitting the controller over the opponent. For that matter, You could also make it so that the core cards in the set have more damaging effects toward both players, much like Apolleon already does. It'd help sell the end of the world theme you're going for, since that should be a no-win scenario for just about everyone. Also, given Darthakin's reminder that Pestilence gets mixed into the horsemen roster from time to time, a fun card to add might be an actual Pestilence horseman whose effect lets him sneak into the chain-summoning of the others at the expense of Conquest (maybe Death summons him and the chain starts over again? Something to think about). Finally, please add another effect or two to Brimstone. It's so bland right now, it's just begging for something to make it more useful. That's it for now. I look forward to the next cards you make. I'll admit you're handling the four-horsemen theme better than I've seen before on this site, but I feel like they can use some improvement. Link to comment Share on other sites More sharing options...
DeuceMs Posted May 30, 2014 Author Report Share Posted May 30, 2014 Hey, what sounds better, Legendary Horseman, Legendary Archfiend, or Archfiend Horseman Link to comment Share on other sites More sharing options...
Armoire Posted May 30, 2014 Report Share Posted May 30, 2014 Hey, what sounds better, Legendary Horseman, Legendary Archfiend, or Archfiend Horseman In my opinion, Legendary Horseman sounds and fits the Armageddon theme better. Also, I realized that you can Special Summon all four Horsemen in one turn by only having Legendary Horseman: War on the field, because their effects Special Summon on the End Phase. Since it's not specified in which End Phase, their effects bring them out quite quickly. I'm not sure if you wanted that, but because they have high ATK, can't be destroyed by battle, and have powerful effects; not to mention if they survive the next turn, you can Xyz Summon a practically invincible Appoleon, it's kind of just... too strong? Link to comment Share on other sites More sharing options...
wightpower Posted May 30, 2014 Report Share Posted May 30, 2014 Yeah, I think Legendary Horseman fits the best. Link to comment Share on other sites More sharing options...
Darthakin Posted May 30, 2014 Report Share Posted May 30, 2014 Though might I add that since this is realistic cards, DEMON monsters don't exist. Link to comment Share on other sites More sharing options...
wightpower Posted May 31, 2014 Report Share Posted May 31, 2014 Yeah, make sure anything you would call "DEMON" is changed to Fiend type. Set's looking better. Keep up the good work! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.