coolspy74 Posted June 16, 2014 Report Share Posted June 16, 2014 Neon Light: Red Light/Fairy/Level 4/1600 ATK/800 DEF After summoning, place one Neon Light monster into graveyard. When your previous effect is successful, place a different Neo Light monster into Graveyard from hand, deck, or banished. Neon Light: Blue Light/Fairy/Level 4/1800 ATK/600 DEF If this monster was placed in graveyard, gain 500 life points and specail summon this monster. You can only use the effect of Neon Light: Blue once per turn. Neon Light: Green Light/Fairy/Level 4/1000 ATK/1700 DEF Special summon this monster from hand by banishing 1 Neon Light monster from hand. You can only use the effect of Neon Light: Green once per turn. Neon Light: Yellow Light/Fairy/Level 4/0 ATK/2000 DEF If you have 2 Neon Light monsters in hand, place this monster in the Graveyard; Special summon the two Neon Light Monsters, negating their effects until your next turn. Neon Light: Pink Light/Fairy/Level 4/1200 ATK/1800 DEF If this monster was specail summoned, place it into the graveyard; Niether you or your opponent can attack for 1 of each of you and your opponent turns. Neon Light: Orange Light/Fairy/Level 4/1700 ATK/950 DEF After his monster was summoned, specail summon either one Neon Light: Red or Neon Light: Pink monster from hand. Negate their effects when they are summoned. When this moster is destroyed, destroy the Neon Light monster summoned by Neon Light: Orange's effect and you take no battle damage. You can only have 1 Neon Light: Orange monster on your field at a time. Neon Light: Brown Light/Union/Fairy/Level 3/700 ATK/0 DEF Summon by having a Neon Light monster on your field. Cannot be special summoned. When you equip this monster to a Neon Light monster, it cannot be destroyed until the monster is. If the monster this monster is equiped to has ATK points less than 1500, They gain 300 ATK. Banish this card to place one Neon Light monster into your hand from graveyard or your deck, but can't be summoned until your next turn. Neon Light: White Light/Fairy/Level 4/ 1900 ATK/ 1250 DEF When summoned, if Neon Light: Black is on your field, special summon a Neon Light monster from grvaeyard, banished, or deck that was a level of 4 or less. Neon Light: Black Light/Fairy/Level 4/ 1700 ATK/ 2000 DEF When summoned, if Neon Light: White is on your field, activated one of these effects: Banish one monster from hand and gain 500 life points Until this monster's DEF reach 0, per turn, you can decrease this monsters attack points by 1000 in order to negate an attack on one of your Neon Light monsters. Effects of Neon Light: Black cannot be negated. Neon Light: Gray Light/Fairy/Fusion/Level 6/ 2700 ATK/2000 DEF Summon this monster by only banishing Neon Light: White and Neon Light: Black monsters from your field. Cannot be summoned by other ways. When summoned, destroy all face down cards on field. After this monster attacks, no trap card can be activated, but this monster is switched o DEF mode. When this monster dies, Special Summon Neon Light: White and Neon Light: Black from your banished zone in Attack mode. Neon Light: Gray cannot be negated. Neon Light: Rainbow Light/Fairy/Fusion/Level 8/ 3000 ATK/ 2600 DEF Summon by only banishing 5 Neon Light monsters from Graveyard OR you banish all Neon monsters on your field. This monster can't be summoned by other ways. When summoned, destroy all traps and spell cards, negating their effects. This monster can attack twice when it's ATK points are lowered to 2000. This monster's effects cannot be negated. Neon Rescue Spell/Quick-play When activated, place one Neon Light monster from your banished or graveyard zone into your deck. Neon Avert Trap/Counter When a monster your opponent controls destroys a Neon Light monster you have on field, activate this trap. Negate the attack and return the Neon Light monster attacked and the oppenent's monster into both of your hands. Neon Slash Trap/Continuous Activate when you special summon a Neon monster. As long as it has a level of 4 AND it has 1700 or less ATK points, it can attack directly every other battle phase you have. Neon Protection Spell/Continuous When activated, for 3 or your turns, none of your Neon Light monsters can be attacked. Neon Chaos Trap/Counter Activate when a Neon was destroyed by battle. The opponent losses equal life points you have losted after the attack. Neon Uppercut Spell/Equip Equip this to one Neon Light Monster on your field. When you attack one of the opponent's monsters, instead of battle damage to any player, the attacked monster is sent back into the opponent's hand. If there is no monster on the opponent's field when you attacked with the monster equiped with this card, the opponent loses 100 more life points. Destroy this spell when the monster equiped with this is destroyed. Neon Flashlight: Spell/Quickplay When activated, the oppenent has to flip all of their facedown spell and trap cards on field faceup, negating their effects. When all of those cards are in the oppenent's graveyard, deck, or banished, each of you loses 500 life points. Neon Ambush: Trap/Counter When activated, One of your Neon monsters must be attacked. If so, the attacked Neon monster gains 1000 attack points until end phase. If the level/rank of the attacking monster is 8 or greater, the Neon monster gains 2000 attack points until end phase. That's all for now. I'm thinking of making sort of a deck for this. I'll make more cards later. For now, comment and enjoy. [spoiler='Update 1.0-1.9']Update 1.0: New Update system that will annouce new cards made and news about them or their creation process. Update 1.1: 8 new cards have been made! Spells and Traps are now included. Update 1.2: So far, I'm classifying the Neon Light monsters as Fairies. If you have any better ideas on what their type should be, let me know. Update 1.3: Three new cards. Update 1.4: New spell and Trap card.[/spoiler] Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted June 16, 2014 Report Share Posted June 16, 2014 Hopefully you know that "Unknown" is NOT a real Type in the TCG. You need to fix this. Anyway, OCG fixes; then I'll CnC. You have several errors with PSCT wording; refer to the guide in RC Singles if you require assistance in the matter. (Always put Archetype names inside " " ; [Neo Light] is an Archetype]) Red When this card is Summoned: Send 1 "Neo Light" monster (mention where) to the Graveyard, and when you do, place a "Neo Light" monster with a different name than that monster from your hand, Deck or banished zone in your Graveyard. Blue When this monster is sent to the Graveyard: Special Summon this monster, then gain 500 Life Points. You can only activate the effect of "Neon Light: Blue" once per turn. Green You can Special Summon this monster (from your hand) by banishing 1 "Neon Light" monster in your hand. You can only Summon 1 "Neon Light: Green" per turn. Yellow If you have 2 "Neon Light" monsters in your hand: You can send this card to the Graveyard; Special Summon those monsters, and if you do, their effects are negated until the start of your next Main Phase. Pink When this monster is Special Summoned: Send it to the Graveyard, and when you do, both players cannot declare an attack during their next turns. Rainbow Must be Special Summoned by banishing 5 "Neon Light" monsters in your Graveyard OR all "Neon" monsters you control and cannot be Special Summoned by other ways. (You do not use "Polymerization".) When this card is Special Summoned: Destroy all Spell/Trap Cards on the field and negate their effects. If this card has 2000 ATK or less, it can attack twice during each Battle Phase. This monster's effects cannot be negated. -- As mentioned in the fix for Red, you MUST specify where the monster is being sent from. I will assume it is from the Deck. Based on what you have here, Red can send Blue to the Graveyard via its effect, then Blue is SS due to its mandatory timing (and gains LP because of it) and you set up for a Rank 4. Yellow is essentially a Rank 4 spammer (2-mat), given its effect. Pink essentially sends itself to the Graveyard if you even SS it, but it results in some form of stall for both you and the opponent. In terms of the Fusion Monster, considering that its second condition allows it to be SSed with ANY amount of "Neon" monsters and given the effects, it's OPed (especially since you cannot negate them), even with the Nomi clause. However, said Neon monsters do not exist yet [there is a real Neon card, but it is Bandai only]. Anyway, either you scrap the second summon condition OR you add a minimum amount of monsters to banish (which should be 4-5 given what we're dealing with; however we shall see what your Neons do). The second to last effect is not going to occur unless one of your new cards can drop its stats to do so. Link to comment Share on other sites More sharing options...
coolspy74 Posted June 16, 2014 Author Report Share Posted June 16, 2014 Ok then. Link to comment Share on other sites More sharing options...
Ultradragon16 Posted June 17, 2014 Report Share Posted June 17, 2014 On the effects for the red one I believe it should say Neon Light, Not Neo Link to comment Share on other sites More sharing options...
coolspy74 Posted June 18, 2014 Author Report Share Posted June 18, 2014 It's now fixed. Link to comment Share on other sites More sharing options...
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