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The Defenders of the Wood


Nazryl

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Another card set that exists in my Fanfic world. The Wood elves society is split between six distinct areas of battle. With this any number of elves can be placed into a regiment and the enemy will never know what to expect. To represent this, the set has six different styles of play that can exist on their own or to bring out the true strength, combine together to give some amazing control over the field and ultimately win. 

The set is still being created and these are just the beginnings of the grand scale I'm looking for. So although each section only has a few cards and no spells as of yet, they are coming. 

 

[spoiler=Aspect of Sight]

 

Those who follow the way of sight are scouts for the wood elf warriors. Masters of hiding (Can not be destroyed by battle) they support the more combat orientated Elves in battle. 

 

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This card can not be Destroyed by Battle. Whilst this card is face up on the field; Your Opponent can not activate Spell/Trap cards during the Battle Phase. 

 

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This card can not be Destroyed by Battle. Once per turn: During your Battle Phase: Select 1 Spell/Trap your Opponent Controls; The selected card can not be activated as long as this card remains face up on your side of the field. 

 

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This card can not be Destroyed by Battle. Once per turn: Select 1 Monster card zone on the field; Neither player can use the selected zone as long as this card is on the field (You can not Select a Zone that is occupied with a Monster)

 

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This card can not be Destroyed by Battle. Once per turn: During your Battle Phase: Select 1 Monster your Opponent controls; The selected Monsters Attack becomes 1000.  [/spoiler]

 

[spoiler=Aspect of Shadow]

 

The way of Shadow is as dangerous to survive as it is to master. Using the forest around them, the Elven assassins excel in getting behind enemy lines and sabotaging the enemy from behind and within (Switching control) 

 

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You can Tribute Summon this card during the Battle Phase. Once per turn: If your Opponent controls a Warrior-type/Earth Monster with 1000 Defence; Switch control of this card with that Monster. During the End Phase: Banish all Warrior Monsters you control: You take damage equal to the combined Attack of the Banished Monsters. 

 

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This card can not be used for the Summon of a Xyz or Synchro Monster. You can Normal Summon this card during the Battle Phase. When this card is Normal Summoned: Switch control of this card. During each End Phase: Your Opponent selects 1 Monster you control; Banish it during your next Standby Phase. 

 

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This card can not be used for the Summon of a Xyz or Synchro Monster. You can Normal Summon this card during the Battle Phase. When this card is Normal Summoned: Switch control of this card. During each End Phase: You Opponent selects 1 Warrior-type Monster with 1000 Defence in their Graveyard; Add that card to their hand. 

 

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This card can not be used for the Summon of a Xyz or Synchro Monster. You can Normal Summon this card during the Battle Phase. When this card is Normal Summoned: Switch control of this card. During each End Phase: Select 1 card you control except this card; Return it to the bottom of your Deck. [/spoiler]

 

[spoiler=Aspect of Sword]

 

The bulk of Elven warriors follow the way of the sword. Champions of lightening quick strikes (Return to the hand) they kill as quickly as they appear and vanish even quicker to leave the enemy disorientated. 

 

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You can Normal Summon this card during the Battle Phase. Whenever a Earth-type/Warrior Monster with 1000 Defence is Destroyed by Battle: Select 1 Monster your Opponent Controls; The selected Monsters Effect is negated and it can not Attack as long as this card remains face up on your side of the field. 

 

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You can Normal Summon this card during your Battle Phase. When this card inflicts Battle Damage to your Opponent; Return this card to your hand. 

 

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You can Normal Summon this card during your Battle Phase. When this card Destroys a Monster as a result of battle: You can Return this card to your hand: Special Summon 1 'Elf' token (Warrior-Type/Earth/Level4/1700Attack/1000Defence) to your side of the field. It is destroyed during the End Phase. 

 

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You can Normal Summon this card during your Battle Phase. When this card Destroys a Monster as a result of battle: You can Return this card to your hand: Special Summon (from your hand) 1 level 4 or lower Warrior-type/Earth Monster with 1000 Defence. [/spoiler]

 

[spoiler=Aspect of Tree]

 

With naturally better senses than humans, elves make for some of the best archers in the land. Able to pepper shots from the treetops and then moving on to attack from a new, unknown location (Discarding).

 

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You can Tribute Summon this card during the Battle Phase. Whenever a Earth-type/Warrior Monster with 1000 Defence is Discarded from your Hand; Destroy 1 Spell/Tap card your Opponent Controls.

 

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During either players Battle Phase: Discard this card: Your Opponent loses 500 Lifepoints. 

 

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Discard this card from your Hand; You Opponent randomly discards a card from their Hand. 

 

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During either players Battle Phase: Discard this card: Select 1 Monster on the field; The selected Monsters Attack becomes 1000. 

 

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Discard this card: Select 1 Monster your Opponent controls with 1000 Attack or less; Destroy the selected Monster. [/spoiler]

 

[spoiler=Aspect of Spell]

 

Elven magic comes in various forms, the most common being the ability to raise the wood for the defence and support of other elves. Holding the most knowledge of history, any member of the Spell Aspect are revered and held in great esteem by other elves. 

 

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Send 1 Continuous Spell card you control to the Graveyard; Special Summon this card in your Spell/Trap card zone as a Continuous Spell card. Whilst you control a Warrior-type Monster in your Spell/Trap card zone; Warrior-type Monsters your Opponent controls can not declare a Attack. 

 

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You can Normal Summon this card in your Spell/Trap card zone as a Continuous Spell card. Once per turn: Whilst this card is face up on the field. Whenever a Warrior-type Monster would be returned from the field to your hand; You can return this card instead. 

 

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You can Normal Summon this card in your Spell/Trap card zone as a Continuous Spell card. Once per turn: Whilst this card is face up on the field; Increase the Attack of all Warrior-type Monsters you control with 1000 Defence by 200. 

 

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Send 1 Continuous Spell card you control to the Graveyard; Special Summon this card in your Spell/Trap card zone as a Continuous Spell card. Whilst this card is face up on the field; Warrior Monsters you control are not effected by your Opponents Spell/Trap cards. [/spoiler]

 

More to come!! Please feel free to leave feedback, comments and fixes or even ideas, I'm open for all. 

 

 

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I wouldn't use a single one of the Sight Guys, the effects aren't powerful enough.

Arronir should prevent all card effect activation (so you can Jam cards like Ghostrick Jiangshi, Battle Fader, and Flip Effects). 

Barkpool eff is just bad.  I think you should just let it negate the activation of one card or effect during the BP once per turn instead.

Softvale has the most useless effect of the bunch.  Seriously?  Just lock out one Zone?  It'll take 3 turns before your opponent even feels the effect, and 4 to actually stop them.  Then incoming BTS, Fiendish Chain, Compulsory, Etc. and goodbye lock.  

Riverwing should either reduce to 0, or let that to 1000 reduction activate during either player's BP, not just yours.  Hell, why not let him pick any card, so that he can target himself and boost himself up to 1000?  Why just opponent's?

 

Dukswood: "Banish it during your next Standby Phase."  What?  Make it until your next Standby Phase, not During, what's the point of that?  

Shadywind:  "Defense" not "Defence".  Great effect, your opponent has to work to get rid of her.  Worst case scenario you get one monster back.  The anti Xyz and Synchro restriction is perfect b/c your opponent's option of killing it are Tributing it, Clashing it, or destroying it by card effects, none of which are always an option, so this card can defintely linger around to net a lot of advantage.

NightHorn:  Also a great effect, I like it.  

Nighthil:  Conflicts a little b/c you'd be gaining control of a monster with an undesirable effect.  So, perhaps negate the effect of the monster that you change control with?  And how about give it a special Summon ability?  "If your opponent controls at least 2 monsters and you control no monsters, you can Special Summon this card (from your hand)."  

 

 

 

Justice of Sword:  That effect is too weak and situational, why not just make it once per turn and forget the fact a monster you control has to die?

Lumber:  You should give him a desirable effect of some sort, otherwise nobody would use him.

Springlake:  Woah, I really like that effect.  At the same time awesome, at the same time balanced.  Nice... except don't destroy the token at EP, plz D:

Hallow:  Tag out from hand... Meh, not that amazing, GB's can tag out from Deck! Oh and you must keep this in mind: This monster can continually return himself and Special Summon Himself... Which is why I think this card is really nifty b/c it can tag out or resummon himself to clear the board.  Could be a little better.  I think you should tag him out from the deck but don't allow him to bring himself out.

 

 

 

Justice of the Spell:  That last restriction shouldn't be there...   Let the user of your Deck have some fun and swing with his warriors, and not worry about anything

Greymire:   Just place instead of Normal Summon.  Combos really nicely with Springlake :D

Greengrove:  Just 200?  Why not 800... This is 2014 lol, Yugioh 200 ATK boost is a slap in the face.  Either way I'd use her just cuz of that artwork, then I'd proclaim: "THE POWER OF BOOBS! HAVE BOOSTED MY WARRIORS!"

Hollow:  That's a good effect.  No arguements.

Suggestion:  You need cards that can SS your monsters from the S/T zone (not just themselves) for this to be more playable.  Also give all these guys the Crystal Beast eff that when they die they go to S/T zone instead.

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Thanks for the long review Luke, really appreciate it. 

 

While I agree that Sight card aren't the most powerful the Spell/Trap support will change that making some of the more underwhelming effects useful (Or at least, that is the hope anyway) So they will get better. 

Arronir is just the start... there is a bigger monster coming for Sight ;)
The reducing to 0 of Riverwing could be better, but I restricted to the opponents card with the 1000 because although realistic, I also wanted to embrace what each aspect does and the spotters/scouts don't take out the enemy, rather point out weaknesses. This goes against me alot in various archetypes I make, but I couldn't make cards if I didn't have a story behind them (I'm odd like that)

 

The point of Duskwood is that when the card switches control, the effect makes it so you get to choose the card that is Banished. So, 'during the standby phase' is your opponents next turn

 

Justice is on my list to change,, completely agree with your comments there. 
Lumber again, will get more playable with the support cards that are coming. At the moment he is just a 2000 beatstick. 
The effect of Sringlake was there to represent the fact they are twins and so both can strike. I could remove the destroyed effect if the support doesn't make the card waaaay to easy to fill a field with tokens in a turn. 

Hmm, that is a good point, tagging out the the deck is a really good idea. I'll make a note and change that when I revise the set! (There was meant to be a restriction on himself, but I forgot)

 

The boobs hurt my mind but It's a decent picture and it's harder than it looks to get good pictures of elves! Plus we're not restricted by 4kids ;)

The Crystal Beast effect could work, but (again because of story reasons) I don't want them on the front line... they're just spellcasters, they have sucky armour! But SS from the Spell/Trapn zone is certainly in the works. 

 

Again, thanks for the fixes and suggestions, not the easiest thing in the world if there are no Spell/Trap card. Have really helped :)

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Thanks for the long review Luke, really appreciate it. 

 

While I agree that Sight card aren't the most powerful the Spell/Trap support will change that making some of the more underwhelming effects useful (Or at least, that is the hope anyway) So they will get better. 

Arronir is just the start... there is a bigger monster coming for Sight ;)
The reducing to 0 of Riverwing could be better, but I restricted to the opponents card with the 1000 because although realistic, I also wanted to embrace what each aspect does and the spotters/scouts don't take out the enemy, rather point out weaknesses. This goes against me alot in various archetypes I make, but I couldn't make cards if I didn't have a story behind them (I'm odd like that)

 

The point of Duskwood is that when the card switches control, the effect makes it so you get to choose the card that is Banished. So, 'during the standby phase' is your opponents next turn

 

Justice is on my list to change,, completely agree with your comments there. 
Lumber again, will get more playable with the support cards that are coming. At the moment he is just a 2000 beatstick. 
The effect of Sringlake was there to represent the fact they are twins and so both can strike. I could remove the destroyed effect if the support doesn't make the card waaaay to easy to fill a field with tokens in a turn. 

Hmm, that is a good point, tagging out the the deck is a really good idea. I'll make a note and change that when I revise the set! (There was meant to be a restriction on himself, but I forgot)

 

The boobs hurt my mind but It's a decent picture and it's harder than it looks to get good pictures of elves! Plus we're not restricted by 4kids ;)

The Crystal Beast effect could work, but (again because of story reasons) I don't want them on the front line... they're just spellcasters, they have sucky armour! But SS from the Spell/Trapn zone is certainly in the works. 

 

Again, thanks for the fixes and suggestions, not the easiest thing in the world if there are no Spell/Trap card. Have really helped :)

Duskwood:  I misunderstood Duskwood when I read her the first time.  At first I thought it Banishes during the SP Phase only and then returned the monster instantly, I had a brain derp.  

 

Riverwing:  I respect carrying a story-line and giving thoughts when making effects.  I just wasn't thinking about anything like that was thinking: "Me want, good now!"

 

Springlake:  Even if you did destroy the tokens EP, I love cards that continually SS tokens.  Great to artificially inflate monster count.  

 

And yeah, I'll be looking forward to viewing and reviewing further cards of this set. 

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