dedavii Posted September 4, 2014 Report Share Posted September 4, 2014 Here are cards of my Pyromancer cards and my Chronomancer cards. I ask you: If decks were made of these cards, which would win, Fire or Time? First up, the Pyromancer cards. [spoiler=Pyromancer Cards] Pyromancer Aroka Level 4, FIRE, Pyro/Effect, ATK) 0, DEF) 2000 This card gains 600 ATK for each card in your hand. During your Standby Phase if your opponent has less cards in their hand then you do: Inflict damage to your opponent equal to the difference x100. Pyromancer Anji Level 2, FIRE, Pyro/Effect, ATK) 300, DEF) 300 FLIP: Inflict 300 damage to your opponent for each card in your Hand. Level 4, FIRE, Pyro, ATK) 1800, DEF) 1350 "Pyromancy is a very powerful thing. If you're not careful, it could consume you in Body, Mind, and Soul." Level 2, FIRE, Pyro/Effect, ATK) 800, DEF) 800 When this card is Summoned, place 4 Molten Counters on this card. Damage inflicted to your opponent by the effects of "Pyromancer" monsters or "Pyromancy" Spell or Trap cards are increased by 100 for every Molten Counter on your side of the field. Pyromancer Uildrim Level 4, FIRE, Pyro/Effect, ATK) 1500, DEF) 900 When this card is destroyed by battle and sent to the Graveyard, select one of the following effects: * Select 1 "Pyromancer" monster in your deck: Add it to your hand and inflict 500 damage to your opponent. * Select 1 Spell or Trap card in your Graveyard: Add it to your hand and inflict 500 damage to your opponent. Pyromancer Zephi Level 6, FIRE, Pyro/Effect, ATK) 2600, DEF) 1950 Once per turn, you can discard 1 "Pyromacer" monster or 1 "Fire Rune" Spell card from your hand and select 2 cards on the field: Destroy those selected targets and inflict 600 damage to your opponent per card destroyed by this effect. Mad Pyromancer Level 1, FIRE, Pyro/Effect, ATK) 0, DEF) 0 Each time a Spell card is activated or destroyed while this card is face-up on the field: Inflict 1000 damage to both players. Empowering Flames Equip Spell Card Equip to only a "Pyromancer" monster. The monster equipped with this card has its ATK and DEF reduced to 0. During each of your opponent's End Phases, if the monster equipped with this card is face-up on the field: Inflict damage to your opponent equal to half of the combined total of the equipped monster's original ATK and DEF. Burn It For No Purpose Whatsoever Normal Spell Card Pay 1500 Life Points: Destroy all Spell or Trap cards you control. Al'ringor, Mountain of Never-Ending Fury Field Spell Card While this card is face-up on the field, your opponent takes 100 additional damage from the effect of a "Pyromancer" monster you control. Pyromancy of Al'ringor - Twisting Flames Normal Spell Card Inflict 300 damage to your opponent for each card remaining in their deck. Pyromancy of Al'ringor - Pyroblast Normal Spell Card Discard 5 cards from your hand: Inflict 1500 damage to your opponent and an additional 100 damage during each of your opponent's Standby Phases for the next 5 turns. Pyromancy of Al'ringor - Imploding Destruction Normal Spell Card Pay 6000 life points: Destroy all cards on the field. After your 6th Standby Phase of this card's activation: Inflict damage to your opponent equal to the number of cards destroyed by this effect x1000. Pyromancy of Al'ringor - Flamestrike Continuous Spell Card Each time your opponent Normal Summons or Special Summons a monster with 1500 or more ATK, select that monster: Decrease the ATK of that monster by 1000. Each time your opponent Normal Summons or Special Summons a monster with 1000 or less ATK, select that monster: Destroy it. Pyromancy of Al'ringor - Dragon's Breath Quick-Play Spell Card You cannot conduct your Battle Phase if you activate this card during your turn or activate any other Spell or Trap cards during your opponent's turn. Select 1 face-up "Pyromancer" monster you control and up to 3 face-up monsters your opponent controls: Inflict damage to your opponent equal to your selected monster's ATK or DEF, whichever is higher, and decrease the ATKs of the selected monster(s) your opponent controls by the same amount of damage inflicted. If any of those monster's ATK is decreased to 0, they are destroyed. Pyromancy of Al'ringor - Combustion Normal Trap Card Activate only when either a FIRE monster, a Pyro-type monster, or a "Pyromancer" monster is destroyed by battle. Inflict damage to your opponent equal to the destroyed monster's level x300. And an adittional 500 damage for each card on your opponent's side of the field only if the Field Spell "Al'ringor, Mountain of Never-Ending Fury" is face-up on your sied of the field. Pyromancy of Al'ringor - Molten Armor Continuous Trap Card During each of your Standby Phases, pay 800 life points. If you do not, destroy this card. Each time your opponent inflict damage to you, either by battle or card effect: Inflict damage to your opponent equal to half the damage you received. Secrets of Al'ringor Normal Trap Card Discard 2 cards from your hand: Draw 1 card then add 1 "Fire Rune" Spell card from your Deck or Graveyard to your Hand. Fire Rune - Blaz Normal Spell Card If this Set card is destroyed by a card effect, inflict 1000 damage to your opponent. During your Standby Phase, if this card is Banished, you can pay 1000 Life Points: Return this card to your Graveyard and place 5 Molten Counters on any Face-up "Chaos Pyromancer" monster you control. Chaos Pyromancer Blaz Level 10, FIRE, Pyro/Effect, ATK) 400, DEF) 3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Banishing "Fire Rune - Blaz" from your Graveyard. When this card is Special Summoned: Inflict 2000 damage to your opponent. During each of your End Phases, place 1 Molten Counter on this card. During each of your opponent's End Phases, while this card is face-up on the field: Inflict 300 damage to your opponent for each Molten Counter on this card. Fire Rune - Koro Normal Spell Card If this Set card is destroyed by a card effect, inflict 1000 damage your opponent. During your Standby Phase, if this card is Banished, you can pay 1000 Life Points: Return this card to your Graveyard and place 5 Molten Counters on 1 Face-up "Chaos Pyromancer" monster you control. Chaos Pyromancer Koro Level 10, FIRE, Pyro/Effect, ATK) 400, DEF) 3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Banishing "Fire Rune - Koro" from your Graveyard. When this card is Special Summoned: Inflict 2000 damage to your opponent. During each of your End Phases, place 1 Molten Counter on this card. During each of your opponent's End Phases, while this card is face-up on the field: Inflict 300 damage to your opponent for each Molten Counter on this card. Fire Rune - Kress Normal Spell Card If this Set card is destroyed by a card effect, inflict 1000 damage your opponent. During your Standby Phase, if this card is Banished, you can pay 1000 Life Points: Return this card to your Graveyard and place 5 Molten Counters on 1 Face-up "Chaos Pyromancer" monster you control. Chaos Pyromancer Kress Level 10, FIRE, Pyro/Effect, ATK) 400, DEF) 3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Banishing "Fire Rune - Blaz" from your Graveyard. When this card is Special Summoned: Inflict 2000 damage to your opponent. During each of your End Phases, place 1 Molten Counter on this card. During each of your opponent's End Phases, while this card is face-up on the field: Inflict 300 damage to your opponent for each Molten Counter on this card. Fire Rune - Zeth Normal Spell Card If this Set card is destroyed by a card effect, inflict 1000 damage your opponent. During your Standby Phase, if this card is Banished, you can pay 1000 Life Points: Return this card to your Graveyard and place 5 Molten Counters on 1 Face-up "Chaos Pyromancer" monster you control. Chaos Pyromancer Zeth Level 10, FIRE, Pyro/Effect, ATK) 400, DEF) 3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Banishing "Fire Rune - Zeth" from your Graveyard. When this card is Special Summoned: Inflict 2000 damage to your opponent. During each of your End Phases, place 1 Molten Counter on this card. During each of your opponent's End Phases, while this card is face-up on the field: Inflict 300 damage to your opponent for each Molten Counter on this card. Fire God Al'ringor - Being of Never-Ending Fury Level 11, FIRE, Pyro/Effect, ATK) 4550, DEF) 3900 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by destroying "Al'ringor, Mountain of Never-Ending Fury" and 3 face-up "Chaos Pyromancer" monsters you control. This card cannot declare an attack. When this card is Special Summoned: Destroy all other cards on the field, in both player's Hands and all remaining cards in both player's Decks except the bottom 5 cards. During each of your End Phases: Inflict 900 damage to all players. [/spoiler] Now here are the Chronomancer cards. [spoiler=Chronomancer Cards] The First Chronomancer Level 8, LIGHT, Spellcaster/Effect, ATK) 0, DEF) 0 Place 15 Time Weaver Counters on this card when it is summoned successfully. When this card attacks or is attacked, it's ATK and DEF is increased by 200 for each Time Weaver Counter on it. Chronomancer Arl'fig Level 7, LIGHT, Spellcaster/Effect, ATK) 3200, DEF) 1900 During your Standby Phase, if this card is face-up on the field: Place 1 Time Weaver Counter on this card. This card gains the following effect depending on the number of Time Weaver counters on this card: 8 or more: Once per turn, you can remove all Time Weaver counters on your side of the field: Skip your opponent's next turn. Chronomancer Krish'nu Level 2, LIGHT, Spellcaster/Effect, ATK) 0, DEF) 0 If this card is destroyed (by battle or card effect) and sent to the Graveyard: Draw 1 card for every 4 Time Weaver Counters on your side of the field. Chronomancer Mar'ktou Level 2, LIGHT, Spellcaster/Effect, ATK) 1400, DEF) 100 When this card is Summoned: Place 1 Time Weaver Counter on this card. When this card destroys a monster by battle, select one Face-up "Chronomancer" you control. Depending on the number of Time Weaver Counters that monster has, apply one of the following effects: 3 or less: Draw 2 cards. 4 to 10: Destroy 2 cards your opponent controls. Chronomancer Tsyg'nar Level 4, LIGHT, Spellcaster/Effect, ATK) ?, DEF) 0 When you summon this card, count all the Time Weaver Counters on your side of the field. Place half of that total on this card. This card gains 200 ATK for each Time Weaver Counter on it. At the end of the turn this card was summoned, destroy it. Chronomancer Ythora Level 6, LIGHT, Spellcaster/Effect, ATK) 2550, DEF) 1900 Once per turn, you can discard 3 cards from your hand: Place 10 Time Weaver Counters on any card you control that can have Time Weaver Counters on them. After activating this effect for the third time, destroy this card. Chronomancer Zith'ja During your Standby Phase, if this card is face-up on the field: Place 3 Time Weaver Counters on this card. This card gains the following effect depending on the number of Time Weaver counters on this card: 5 or more: Once per turn, you can move 3 Time Weaver counters from this card to 1 Face-up "Chronomancer" monster you control: That monster cannot be destroyed by battle up to twice per turn. Creator of Time Level 12, LIGHT, Spellcaster/Effect, ATK) 0, DEF) 0 This card cannot be Summoned or Set. If you have 40 or more Time Weaver Counters on your side of the field, reveal this card in your hand to your opponent and remove all Time Weaver Counters on your side of the field: Inflict damage to your opponent equal to the number of Time Weaver Counters removed x500. Ji'falar, God of Time Level 12, LIGHT, Spellcaster/Effect, ATK) 0, DEF) 4500 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 25 Time Weaver Counters on the Field Spell you control "Arc of Time". When this card is Special Summoned, place Time Weaver Counters on this card for every other card in your Graveyard. For each Time Weaver Counter on this card, increase the ATK of this card by 800. While this card is Face-up on the field: Fusion monsters, Synchro monsters, and Xyz monsters cannot be summoned. Arc of Time Field Spell When this card is activated, move all Time Weaver Counters on your side of the field to this card. Once per turn, during your Main Phase, you can move Time Weaver Counters from this card to 1 Face-up "Chronomancer" monster you control up to the number of cards in your hand. If there are any Time Weaver Counters on this card when it is destroyed, apply the following effect(s): 4 or less: Draw 5 cards. 5 to 9: Return all cards in your Graveyard to your Deck. Then shuffle your Deck. 10 or more: Inflict 1000 damage to all players per Time Weaver Counter this card had. Change Reality Continuous Spell During each of your Standby Phases, remove 3 Time Weaver Counters from your side of the field. If you do not, destroy this card. Each time a card either player controls is sent to the Graveyard, the original owner of that card can remove 1 Time Weaver Counter from their side of the field and select that card: The selected card is returned to their hand at the End of the turn it was sent to the Graveyard. If this card is destroyed, inflict damage to both players equal to the number of Time Weaver Counters on the field x400. Chronomancer's Hourglass Continuous Spell When this card is activated, move all Time Weaver Counters on your side of the field to this card. This card's effect depends on the number of Time Weaver Counters on this card: 6 or less: Face-up "Chronomancer" monsters you control can attack twice during the same Battle Phase. 7 to 14: Face-up "Chronomancer" monsters you control that were destroyed (by battle or card effect) during your opponent's turn are Special Summoned during your following Standby Phase. 15 or more: Shuffle all cards in your hand, graveyard and your side of the field, except this card, into your deck, then draw 5 cards and return your life points to 8000. Then destroy this card. Forgotten Pocket Watch Normal Spell Remove 10 Time Weaver Counters on your side of the field: Draw 5 cards. Melt Time Continuous Spell Remove 8 Time Weaver Counters on your side of the field to activate this card. As long as this card is Face-up on the field, both players can only activate or set 1 Spell or Trap card, activate the effect of 1 monster they control, summon or set 1 monster, or attack with 1 monster during their Battle Phase per turn. Shatter Time Normal Spell Pay 1000 Life Points. Count the number of Time Weaver Counters on your side of the field. The effects of all Spells, Traps, and Monster cards on the field are negated until the after the End Phase of the turns equal to half the amount of counted Time Weaver Counters. Time Paradox Continuous Spell Pay 2000 Life Points. As long as this card remains Face-up on the field, cards with Time Weaver Counters on them cannot be destroyed nor can their effects be negated by card effects. Timeline Infinite Continuous Trap Each time a Spell or Trap card is activated or a "Chronomancer" monster is summoned, place 2 Time Weaver Counters on a Face-up card you control that can have Time Weaver Counters on it. If there are no other cards on the field that can have Time Weaver Counters on them, place them on this card instead. Once per turn during your Main Phase 1, you can pay 100 Life Points: You can move up to all Time Weaver Counters on your side of the field to 1 Face-up card you control until the End of the turn this effect is activated. At the End Phase this effect is activated, remove all Time Weaver Counters on your side of the field. Repeat History Continuous Trap Select 1 monster in your Graveyard: Special Summon it (ignoring summoning conditions if and only if that monster was Summoned first through its effect). The monster Summoned by this card has its effects negated. If the selected monster is destroyed and sent to the graveyard, you can pay 1750 Life Points or remove 15 Time Weaver Counters from your side of the field: Special Summon that monster at the End of the turn it was destroyed. If this card is destroyed, destroy the selected monster. Alter Time Counter Trap Activate only when your opponent activates the effect of a Monster card or activates Spell, or Trap card. Negate the effect of that card. Count the number of Time Weaver Counters on your side of the field: Your opponent reapplies the negated effect in the number of your opponent's turns equal to half the total number of Time Weaver Counters on your side of the field when this card is activated. Essence of TIme Normal Trap Activate only when there is an total of 40 Time Weaver Counters on your side of the field. You win the duel.[/spoiler] Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted September 4, 2014 Report Share Posted September 4, 2014 Al'ringor is by no means a Realistic Card. Not only does it violate the max 5000 ATK/DEF Rule, but its burn is ridiculous. (90,000 damage; yeah it's pretty much a one-man OTK, even with the damage reduction.) You have 24 hours to fix it. Everything else appears to be fine. (Also, keep your cards in a spoiler if you're posting 10+ of them; it prevents page lag for the rest of the members who look at these) Link to comment Share on other sites More sharing options...
dedavii Posted September 4, 2014 Author Report Share Posted September 4, 2014 I ask you now, Which of these two sets is superior: The Flames of Al'ringor or the Countless Hours of Ji'falar? Link to comment Share on other sites More sharing options...
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