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\ LIGHT and DARKNESS /


Lilywhite17

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Hello~ I just made funcards with my bf, I think they are quite unbalanced... lemme have your opinion =)

 
 
The first set we made is full of LIGHT-Attribute Machine-Type, the "White Knight" Archetype. Due to their effect, most of them cannot attack but they are easy to summon and have pretty good stats so they can stay enough longer to be used for Synchro Summon. "White Knight" Synchro Monsters are totally broken in my opinion xD but yeah it's funcards. Also, most of these cards can negate their own effects, that means they can attack.

 
 [spoiler='The White Knight Order']

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 [/spoiler]
 
 
The second set is full of DARK-Attribute Fiend-Type, the "Bell Hell" or "Hell Bell" Archetype. They focus on banishing opponent's monsters and gain broken effects if there is too much people in the Banished Zone. Unbalanced as well... they also focus on Xyz Summon Rank 6 monsters.
 
 
 [spoiler='The 666 Hell Bell Song']
 
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And the ultimate card of this set, really unbalanced :
 
 
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[/spoiler]

 

 

I just made another set today (alone this time~)

The Cyber Virus set, Cyber Viruses are mostly tiny plankton-like creatures with weak stats but they can attack directly or/and have annoying effects. They can harass the opponent to death while attacking directly a lot of times or they can be used for summon ridiculously powerful Ritual Monsters. Also, they can merge with Warrior, Fairy, Fish and Machine monsters to create Fusion Monsters.

 

 

[spoiler='The Cyber Invasion']

 

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[/spoiler]

 

 

Blue Divine Dragon Set

A set with powerful Dragon/Sea Serpent monsters, they are mainly level 8 and easy to summon under some conditions. They focus on Xyz/Fusion Summoning.

If I would describe this deck in a few words : Attacking is the best defense !

 

 

[spoiler='The Blue Divine Onslaught']

 

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Almeida, Blue Divine Dragon

Dragon/Effect

WATER-Attribute
Level 8

2600/1400

Effect : You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1800.

 

 

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Atlas Garou, Blue Divine Dragon

Sea Serpent/Effect

DARK-Attribute
Level 8

2500/2400

Effect : When a face-up "Blue Divine Dragon" monster you control is destroyed by a card effect and sent to the Graveyard: You can Special Summon this card from your hand. When you do: Reduce the ATK of all monsters your opponent controls by 500.

 

 

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Battle Neptaras, Blue Divine Dragon

Dragon/Effect

WATER-Attribute
Level 8

3000/2500

Effect : When you Tribute Summon this card by Tributing 2 "Blue Divine Dragon" monsters you control: You can target 1 "Blue Divine Dragon" monster in your Graveyard; Special Summon that target.

 

 

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Great Blue, Blue Divine Dragon

Sea Serpent/Effect

WATER-Attribute
Level 8

2900/2400

Effect : You can Special Summon this card by sending 2 face-up Continuous Spell Cards on the field to the Graveyard. If this card destroys an opponent's monster by battle: You can activate 1 Continuous Spell Card directly from your Graveyard.

 

 

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Great North, Blue Divine Dragon

Sea Serpent/Effect

WATER-Attribute
Level 8

2400/1800

Effect : If your opponent controls a monster and you control no monsters, you can Normal Summon this card without tribute.

 

 

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Melrosgalb, Blue Divine Dragon

Sea Serpent/Effect

WATER-Attribute
Level 8

2400/2000

Effect : If your opponent does not control any monster, you can Normal Summon this card without tribute. This card cannot declare an attack unless you return 1 card you control to the hand.

 

 

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Melrosgalb, Blue Divine Dragon

Dragon/Effect

WATER-Attribute
Level 8

2300/2000

Effect : You can send to the Graveyard 1 Dragon or Sea Serpent-Type monster from your hand or your side of the field; Special Summon this card from your hand or Graveyard. This effect of "Refrain Abyss, Blue Divine Dragon" can only be activated once per turn.

 

 

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Shield Pierce, Blue Divine Dragon

Sea Serpent/Effect

WATER-Attribute
Level 8

2300/2000

Effect : You can Special Summon this card (from your hand) by destroying 1 Spell/Trap Card you control. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.

 

 

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Sky Force, Blue Divine Dragon

Sea Serpent/Effect

WATER-Attribute
Level 8

2800/2400

Effect : If your opponent controls 2 or more monsters, you can Normal Summon this card without Tributing. This card cannot attack unless you control another "Blue Divine Dragon" monster.

 
 
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Veil Babylonia, Blue Divine Dragon

Sea Serpent/Effect

WATER-Attribute
Level 8

2400/1900

Effect : If you negate the activation of a card your opponent controls, you can Special Summon this card from your hand. Once per turn: You can discard 1 "Blue Divine Dragon" monster to draw 1 card.

 
 
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Irony Spiral, Blue Divine Dragon

Sea Serpent/Fusion/Effect

DARK-Attribute
Level 8

3000/2000

Effect : 2 "Blue Divine Dragon" monsters

Cannot be used as a Fusion Material Monster. Must first be Special Summoned (from your Extra Deck) by sending the above cards from your side of the field to the Graveyard. (You do not use "Polymerization".) At the start of the Damage Step, if this card battles a monster with lower ATK: Destroy that monster and draw 1 card.
 
 
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Baiken, Blue Divine Dragon Blade

Dragon/Fusion/Effect

WATER-Attribute
Level 9

3600/2400

Effect : 3 "Blue Divine Dragon" monsters

Cannot be used as a Fusion Material Monster. Must first be Special Summoned (from your Extra Deck) by sending the above cards from the field to the Graveyard. (You do not use "Polymerization".) This card can attack every monster your opponent controls (one attack on each monster per Battle Phase). If this card attacks, your opponent cannot activate any set Spell or Trap Cards until the end of the Damage Step.
 
 
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Al Babylon, Blue Divine Dragon

Dragon/Xyz/Effect

WATER-Attribute
Rank 8

2300/2900

Effect : 2 Level 8 "Blue Divine Dragon" monsters

During your opponent's Draw Phase, before their draw, look at the top card of their Deck, then you can detach 1 Xyz Material from this card: send that card to the Graveyard.

 

 

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Spell Samonion, Blue Divine Dragon

Dragon/Xyz/Effect

WATER-Attribute
Rank 8

2900/2600

Effect : 2 Level 8 "Blue Divine Dragon" monsters

During either player's turn, when a Spell Card is activated: You can detach 1 Xyz Materials from this card; negate the activation, and if you do, destroy that card.

 

 

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Fatal Spiral, Infinite Blue Divine Dragon (Main Card)

Dragon/Xyz/Effect

WATER-Attribute

Rank 8

3100/2600

Effect : 2 Level 8 "Blue Divine Dragon" monsters

When this card is Xyz Summoned: Return all Spell and Trap Cards on the field to the hand. Once per turn: You can detach 1 Xyz Material from this card; Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. This effect can only be activated at the start of your Main Phase 1.
 
[/spoiler]
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OK then I'll first try to fix White Night Order but there is already White Knight archetype in the Anime:

Their artwork and effects are really nice. Good job.

Astinos: He cannot attack during the turn he activate the effect?

Cobalt Ulpherion: In play it would go like this: All monsters on opponent field in are in Defense. You activate his effect to return face-up Gravitos to the hand, then Normal Summon Gravitos again, activate his effect to change all monsters to Attack Position. Attack 1 of the monster with Cobalt Ulpherion, and if you have ehough face-up monsters you can Xyz Summon Aldora.

Eternal Moon: He is totally broken. I know he is the best monster in archetype but you should change Battle Phase restriction.(maybe you should change it to somenthing like this): Must be Synchro Summoned, and cannot be Special Summoned by other ways. During each of your opponent Battle Phases: target 1 face-up monster your opponent control; it cannot attack during this turn. And the rest is good.

OCG Fixed HEAVEN: Must be Synchro Summoned, and cannot be Special Summoned by other ways. When this card is Synchro Summoned, return all monsters from the field (except this card) to their owner's hand. Once per turn you can target 1 "White Knight" monster in your Graveyard; add that target to your hand.

Ulphas: He is good, but maybe you can banish monster until the End Phase or your or opponent Standby Phase.

Wiz: He is so good, i Like it. He negates their negative effects so they can attack. Good job for this one.

Atomic Gainer: This card is good but doubling their alredy high ATK is not good. Maybe doubling would be good until the End Phase of the turn this card is activated.

White Knight Spark: When you can activate this cards second effect. During Main Phase, Battle Phase etc. or whenever you would like to activate it.

 

 

Where did you find these pictures? They are so good, just like this White Knight Set is.

I cannot review Hell Bell now but will do it later.

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The 666 Hell Bell Song review:

Bell Hell Dog: This card can be Special Summoned (from your hand) while your opponent has 5 or more banished monsters. This card is treated as Level 6 as long as there is "Hell Bell" monster face-up on the field. About card: Basically this is the main monster that this Set will be using to Xyz Summon.

Bell Hell Slayer: If this monster is face-up on the field while there are 4 or more banished opponents monsters, it is treated as Level 6 monster. Any Level 4 or lower monster that battles with this card is destroyed after Damage Calculation. About Card: This is awesome card to banish your opponent monsters, though it only has 1100 ATK. Maybe you should make its ATK about 1400-1500, and DEF 1600, then it would be better.

Bell Hell Martyr: OCG is not bad. About the card: Because monsters in this Set all have effects about banishing, this card will be one of the best since all 3 effects can be activated all the time.

Bell Hell Dragon: This card can be Special Summoned (from your hand) while your opponent has 3 or more banished monsters. Each time this monster destroys a monster by battle and sends it to the Graveyard: banish that monster instead. About Card: This card would be so easy to Special Summon while Dimensional Fissure or Banisher of Radiance are on the field, then when this card is Special Summoned you can use it to easy Xyz Summon a monster or if you are fighting against the Fire and Ice Hand their effects will not be activated. All in all, very good card.

Bell Hell Puppeteer: OCG is not bad. About the card: Really easy way to Summon their Boss monster who could kill opponent in 1 turn. I love how this card modify its Level but would be even better if you change effect of that Synchro Monster.

Bell Hell Doll: OCG is pretty much OK. About the card: This card is good only because it can Summon anoter "Bell Hell Doll". These 2 Tuners will only be good in actual play when Boss monster gets fixed.

Bell Hell Chimera: You can Normal Summon this card from your hand if you control face-up "Bell Hell" monster. Each monster this card destroy by battle and send it to the Graveyard is banished instead. You can Tribute this face-up card: target 1 face-up monster your opponent controls; take control of that target. To activate and resolve this effect your opponent must have 6 or more banished monsters. About the Card: This is one of the best cards so far, but I think it needs to be a little bit more balanced. (My oppinion: Because it can be Normal Summoned easly I think ATK should be 2200 or 2300. With second effect it fits perfectly to the main theme of the Deck. Third effect is fair and I like it though somebody else maybe will not like it.)

Bell Hell Digger: You can Special Summon this card (from your hand) while there are 7 or more banished opponent monsters. This card can make second attack during the same Battle Phase, but other monsters you control cannot attack as long as this card is face-up on the field. Each monster this card destroys and sends to the Graveyard is banished instead. This card is changed to face-up Defense Position at the end of the Battle Phase. About the Card: This card has a great ATK but all those restriction have made it being easly destroyed. How it looklike in Duel: You tribute 2 monsters to Summon this card (-1) then you can attack 2 times, and if you don't win with these attacks this card will probably get destroyed during your next turn. I'm not saying it is a bad card but if you Tribute Summon this card you will almost always be at -1 or 0.

Bell Hell Beast: As long as this card remains face-up on the field other face-up "Bell Hell" monsters are unaffected by a card effects. Each time this card destroys a monster by battle and send it to the Graveyard, you can detach 1 Xyz Material from this card: banish that monster instead then draw 1 card. About the card: It is very good card with powerfull effect, can be easly Summoned when you have BH Chimera & BH Dog. Very nice card.

Bell Hell Cursed Blade: While this card is face-up on the field effects of opponents monsters are negated during the Battle Phase. Each monster this card destroys by battle and send it to the Graveyard is banished instead. Once per turn you can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish that target. About the Card: This card is not bad, but so much banishing. I mean it already will banish a lot of monsters by battle and because of that it don't need that kind of second effect. I'm not saying it is bad, but if you want second effect to stay you should make it to banish monsters: until the End Phase, next Standby Phase etc.

Bell Hell Reaper: Each monster this card destroys by battle and send it to the Graveyard is banished instead. This card gains 300 ATK for each monster banished by this effect. Once per turn you can detach 1 Xyz Material from this card: target 1 monster in your opponents Graveyard; banish that monster then inflict damage to your opponent Life Points equal to the half of that monsters ATK. About the Card:

 This card can be most powerfull card in whole Set (except that Synchro Monster), I mean in 2 turns this card ATK can go up to 3800, because of that I changed to gain 300 ATK for monsters banished by battle. Second effect is awesome as it banish and inflict damage in the same time. All in all, nice card.

Bell Hell Tower: OCG is pretty much OK. About the Card: Because there are a lot of cards in this Set that banish monsters, this card will have up to 3 Counters  placed on it almost every turn. It is not so good because this card will give 2400 damage each turn (and that is big amount of damage), it think you should change it to inflict 300-600 damage, evan though 600 is big too. Beside that it is good.

Bell Hell Sorcerer: OCG is fine. About the Card: I like how it can Summon monsters that other monster from this Set are banished. It is balanced and perfect for this Set.

Ballom, Lord of the Bell Hell:  OCG is good. About the Card: This is very bad card. Practically you can win in 1 or 2 turns with this. You Summon it then banish all monsters on the field except this card, for each monster it gain 600 ATK though it already have 4000. Then it can Negate Summon of the monster. I think you should change the whole effect because this thing cannot be balanced so easily.

Xelom, Lord of the Bell Hell: OCG is not bad. About the Card: First effect is good but I don't know if this card need to banish all cards from the Graveyard. I suggest you to change that because nobody likes to have no cards in Graveyard. Second effect is fine if there is "Bell Hell Fortress".

Bell Hell Fortress: OCG is good. About the Card: If this card is on the field while there is "Ballom" that is trouble for your opponent. Every monster that he Summon will have about 1000-1500: even his strongest monsters. I don't say it is bad effect but little too powerfull when used in a Deck like this. Second effect is brilliant, it give this Deck speed that they need. (maybe you should change to add "Hell Bell" monsters.)

Bell Hell Life Disintegration Rays: OCG is good. About the Card: This thing is so OP. It can easily get rid of all opponent monsters. It doesn't have any cost too, maybe it would made it more balanced. Maybe to make it banish only 1 monster. Don't like this card.

Bell Hell Shadow Hands: OCG is good. About the Card: I think that this is kind of effect that "Bell Hell Life Disintegration Rays" should have. Even this card I would change the effect to last until the End Phase or opponent next Standby Phase. All in all, it is not so bad.

Gabriel Xenom, God of Hell Bell: OCG is not so bad. About the Card: Wow, what a powerfull card, 5000 ATK and can attack directly. Win in 1 turn. Reasons why is this BAD CARD: First: it is hard to Summon it. Second: This card negates all other monster effects on the field. Third: It gains 600 ATK for each monster on the field. Fourth: It can attack directly, though opponent needs to have 10 monsters banished.

This card has horrible effect. You need to make this card from the beggining.

 

Full Set review finally finished. Nice Set I like it. Maybe my OCG is not so good but it is better than how it was.

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Please post the lores (the card effects) under the cards to make it easier for us to read and edit for OCG errors.

I will also be giving a general review to the White Knights archetype.
I like how it reperesents "order" by not being able to attack, and only attacking when needed.  The art all matches, not to mention they all look amazing.
Its playstyle is unique and represents a beatdown type of strategy.

So, I have some complaints about the Synchros. 
For all Level 12 Synchros, I think it should be 1 "White Knight" Tuner + 2 or more "White Knight" non-Tuner monsters, so you don't get something nearly invincible on practically the first turn.

  • Eternal Moon, like Lockdown said, is a little too much. Instead of restricting the battle phase, I think it would be better if it could just negate an attack at the cost of something. Like a discard or LP cost. Something like Krebons. Also, the ATK gain isn't really needed, considering its already high ATK, and its letting your Level 4 monsters attack. My suggestion: 

Must be Synchro Summoned, and cannot be Special Summoned by other ways. If a "White Knight" monster you control is targeted for an attack, you can pay 800 Life Points; negate that attack. When this card declares an attack: Negate the effects of all other face-up monsters currently on the field. 

  • HEAVEN has a nice effect, but being able to add a "White Knight" monster to your hand once per turn could be abusable. I'd add a Life Point/discard cost to it, to make it like this:

Must be Synchro Summoned, and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Return all other monsters on the field to the hand. You can target 1 "White Knight" monster in your Graveyard, then pay 800 Life Points; add that target to your hand.

 

Because the archetype has really rewarding monsters and combos, I think Life Point payment is the best way to balance it. It puts you at a closer chance of losing the duel while you push to win it. 

Anyway, with more reviews: 

  • White Knight Gate is a really nice staple for this deck. A swarm engine. But it lets them swarm and get their Synchros out pretty quickly. Unlike hunders, though, the have really high ATK and their Synchros are really strong. I think it's okay to have more than one on the field at a time, with the cost, too, so I'd suggest this:

Once per turn: You can pay 500 Life Points; Normal Summon 1 "White Knight" monster in addition to your Normal Summon/Set. You can only Special Summon "White Knight" monsters during the turn you activate this effect.
 

  • Atomic Gainer has a lot of OTK potential, giving you a 5000-8000ATK beatstick with any Synchro you have. So, I'd suggest letting it be equipped to only Level 4 or lower monsters. And since Honest can support this archetype, I'd suggest halving the damage your opponent takes.

You can only activate this card while there are 2 or more face-up "White Knight" monsters on your side of the field. Equip only to a Level 4 or lower "White Knight" monster. Double the equipped monster's ATK, but its effects are negated. Any battle damage your opponent takes from battles involving the equipped monster is halved.

 

For now that's all I can review, but it would really help everyone to post the lore underneath the cards so we can just copy/paste the effect and change it to where it's not as OP. 

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  • 4 weeks later...

Hunter, please follow the Advanced Clause; thanks.

It's fine to ask where pics are found [though not required to credit where you got them unless creator says you do], but you must comment on the effects/design of said cards.

 

Though, since this thread hasn't been replied to in 4 weeks [which is over the necrobump limit of 2 weeks allotted for this section], LOCKED.

(Just remember this in future posts)

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