Avaren Posted December 18, 2014 Report Share Posted December 18, 2014 *Basicly a repost to update my cards to their current form and to allow me to continue this after someone necrobumped my thread b4 and got it locked* I have decided to public all these cards for use in DuelPortal. After a while of having this archetype in Duel Portal, I decided to put these cards into a post to see what ppl think of each card and the set as a whole. Cards with * next to Text, have been updated without the image being updated, the text may be different and any other stats that are different will be put at the end. ATM there are: - 35 Cards in the set, of which 3 don't have pictures. [spoiler=Monsters (15)] [spoiler=IceBurn - Cold Melody] Text: You can Target 1 monster on the field; It cannot change it's Battle Position or attack. Only 1 card can be Targeted by this effect at a time. During each of your opponents Standby Phases, if this card is Targeting a card on the field; deal 100 damage to your opponent.[/spoiler] [spoiler=IceBurn - Crystal Slice] Text: You can Target 1 card on the field; that card and/or its effects cannot be activated. Only 1 card can be Targeted by this effect at a time. During each of your opponents Standby Phases, if this card is Targeting a card on the field; deal 100 damage to your opponent.[/spoiler] [spoiler=IceBurn - Dark Flame] Text: Durring your Standby Phase, while you control no monsters OR only 1 WATER "IceBurn" monster; You can target 1 card that is already targeted by a "IceBurn" card: Destroy that card, also Special Summon this card from your Graveyard. If Special Summoned by this effect, Banish this card when it is sent to the Graveyard.[/spoiler] [spoiler=IceBurn - Dawn Rock] Text: If your opponent declares an direct attack while you have a "IceBurn" monster in your Graveyard, you can Reveal this card in you hand: At the end of the Battle Phase Special Summon upto 2 Non-Warror-Type "IceBurn" Monsters from your Hand including this card. If this card is used for the Synchro Summon of a "IceBurn" monster, it can be treated as a Non-Tuner monster.[/spoiler] [spoiler=IceBurn - Dragon Warrior] Text: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand or Deck by Tributing a WATER OR a FIRE "IceBurn" Synchro monster you control. This card gains 700 ATK/DEF for each Targeted card on the field.[/spoiler] IceBurn - Freedom Phoenix Text: If this card is used as a XYZ material, the other card(s) are "IceBurn" monsters in your hand. A monster that is XYZ summoned using this card gains this effect: Once per Turn, During either players turn: All monsters you control this turn are treated as Level 4 until the End Phase. IceBurn - Glaze Impulse Text: You can Target 1 Face-up card on the field; that cards effects are negated and it cannot change it's battle position. Only 1 card can be Targeted by this effect at a time. During each of your opponents Standby Phases, if this card is Targeting a card on the field; deal 100 damage to your opponent for each "IceBurn" Field Spell in your Graveyard and on the Field. IceBurn - Healious Text: During your opponent's turn, you can Target 1 card on the field: that card cannot be activated, nor can it declare an attack. Only 1 card can be Targeted by this effect at a time. During each of your Standby Phases, if this card is Targeting a card on the field; gain 100 Life Points. [spoiler=IceBurn - Lizard Infantry] Text: Once, while this card is face-up on the field: You can destroy 1 card targeted by a "IceBurn" card, then Special Summon a non-Warrior-Type "IceBurn" monster from your deck. You cannot use this card as a Synchro Material if you activate this effect.[/spoiler] [spoiler=IceBurn - Magma Glow] Text: You can destroy this card and a card targeted by a "IceBurn" card; Deal 250 Damage to your opponent. When this card destroys a monster by battle; Choose a card that is Targeted by a "IceBurn" card, then Target a card in your Graveyard; Destroy the chosen card, then shuffle the targeted card to your Deck.[/spoiler] [spoiler=IceBurn - Seabrease] Text: You can Target 1 card on the field; that card cannot declare an attack and its effects cannot be activated. Only 1 card can be Targeted by this effect at a time. Each time your opponent is dealt damage from a "IceBurn" card (either by effect or battle), except by the effect of "IceBurn - Seabrease" or "IceBurn 2nd Degree Burn"; deal your opponent 50 damage.[/spoiler] [spoiler=IceBurn - Spirit of Chill] Text: This card cannot be Normal Summoned or Set. You can Special Summon this card from your hand by Tributing 1 Level 4 WATER "IceBurn" monster on your side of the field. You can target all cards, other then "IceBurn" cards, on the field until your next Standby Phase; Negate the effect(s) of those cards, also they cannot attack. You cannot declare an attack while this card is targeting another card.[/spoiler] [spoiler=IceBurn - Spirit of Flames] Text: This card cannot be Normal Summoned or Set. You can Special Summon this card from your hand by Tributing a Level 4 FIRE "IceBurn" monster on your side of the field. This card is unaffected by Trap cards. When this card declares an attack; Deal 500 Damage to your opponent for each targeted card on the field.[/spoiler] [spoiler=TrueForm Adranus] Text: This Card cannot be Normal Summoned or Set. This card can only be Special Summoned, from your hand, by tributing a "Iceburn - Adranus" that is equiped with a "Iceburn TrueForm Sword". When this card destroys a monster by battle; Deal your opponent 100 damage for every "Iceburn" card in your graveyard. If this face up card you control is destroyed; you can target 2 "Iceburn" cards in your graveyard; shuffle those Targets into your Deck.[/spoiler] [spoiler=IceBurn - Razor "The Catalyst"] Text: This Card is Limmited. Once per Turn, while this card is in the Graveyard, during your opponents Standby Phase; Deal your opponent 300 Damage. When your opponent has taken 900 damage by this effect, Shuffle this card into your deck: Send the top card of your deck to the Graveyard.[/spoiler][/spoiler] [spoiler=Spells (11)] [spoiler=IceBurn 1st Degree Burn] Text: Any battle damage from a direct attack you take is halved, also when you do take battle damage from a direct attack: add 1 "IceBurn" card in your deck to your hand. While this card is face up on the field; you do not take battle damage from battles involving a "IceBurn" monster. When this card is destroyed; you can add a "IceBurn" Field Spell other then "IceBurn 1st Degree Burn" from your Graveyard to your hand OR activate a "IceBurn 2nd Degree Burn" from your deck.[/spoiler] [spoiler=IceBurn 2nd Degree Burn] Text: If a "IceBurn" monster you control deals damage to your opponent (either by battle or by effect); deal 500 damage to your opponent. If this card is destroyed; Target 1 card on the field; Destroy it during your next Draw Phase. If you have a "IceBurn 3rd Degree Burn' in your Graveyard while this card is face up on the field; you can target that card; send it to the bottom of your deck.[/spoiler] IceBurn 3rd Degree Burn Text: IceBurn Accelerator Text: Your Opponent selects and activates one of the following effects: - The owner of this card adds 1 "IceBurn" Monster from their deck to their hand. - The owner of this card adds 1 "IceBurn" Spell/Trap card, other than "IceBurn Accelerator", from their deck to their hand. - The owner of this card targets 1 card on the field: Banish that target. IceBurn Explosion Text: IceBurn Firewall Text: Each time a Non-Synchro "IceBurn" monster deals damage to your opponent, place 1 "Ignition" Counter on this card. When a "IceBurn" monster(s) would be destroyed while this card has a counter on it, remove a counter from this card for each of those cards instead. Durring your Standby Phase, while this card has 7 or more Counters on it, it gains the following effects: -You can remove any number of counters from this card: Until your next Standby Phase, "IceBurn" monsters you control gain 250 ATK/DEF for each counter removed this way. -At the end of the Standby Phase: Deal 1400 damage to your opponent, and if you do remove all counters from this card. IceBurn Freeze Text: IceBurn Frozen Tower Text: IceBurn Katana Text: Equip only to a "IceBurn" monster. The equipped monster gains 500 ATK/DEF and the following effects based on it's Attribute: -FIRE: If this card would be removed from the field; You can destroy another "IceBurn" monster on the field instead. -WATER: If this card would be removed from the field; You can target a "IceBurn" Spell/Trap card on the field; destroy it instead. IceBurn Liquid Nitrogren Text: Each time a WATER "IceBurn" monster you control targets a monster for an effect, place 1 "Freeze" Counter on this card. If a WATER "IceBurn" monster your control is destroyed by battle, you can destroy this card: Deal 200 dammage to your opponent for every "Freeze" Counter that was on this card. IceBurn TrueForm Sword Text: Equip only to a Synchro "IceBurn" monster. If the equiped monster attacks a Defense position monster with less DEF then the equiped monster's ATK: Deal damage to your opponent equal to the difference. If this card is equipped to "IceBurn - Adranus"; the equipped card gains the following effect: Once per duel, you can declare the name of a "IceBurn" card in your deck; send the top card from your deck to the graveyard until you send the declared card; Add that card to your hand.[/spoiler] [spoiler=Traps (3)] IceBurn Nitrous Oxide Text: IceBurn Hellfire Text: Pay 500 Life points; Special Summon a Level 4 FIRE "IceBurn" monster in your deck, then activate one of the following effects: -Destroy 1 Targeted card on the field. -Change the Battle Position of your opponent's Attack Position monsters. IceBurn Savage Chains Text:[/spoiler] [spoiler=Extra Deck Monsters (6)] IceBurn - Achle the Flame Master Text: 2 or more Level 4 FIRE "IceBurn" monsters While face-up on the field, this card is also treated as a level 8 Synchro monster. Once per turn: You can detach 1 Xyz Material from this card; Inflict 500 damage to your opponent's Life Points for each targetted card on the field. IceBurn - Adranus Text: 1 Tuner "IceBurn" monster + 1 or more Non-Tuner "IceBurn" monsters Once per turn, you can destroy up to 3 cards targeted by a "IceBurn" card. When this card destroys a monster by battle; You can Target a card on the field; Destroy that Target. This card gains 150 ATK/DEF for every card sent to the graveyard by this card (either by effect or by battle). IceBurn - Alignak Text: 1 Tuner "IceBurn" monster + 1 or more Non-Tuner "IceBurn" monsters. Once per Turn, if this card is not targeting a card(s) on the Field; you can target 2 cards on the field: those cards and their effects cannot be activated, nor can they change battle position or declare an attack. During each of your opponents Standby Phases, if this card is Targeting a card(s) on the field; deal 400 damage to your opponent. IceBurn - Lazer Fighter Text: 1 Level 4 WATER "IceBurn" monster and 1 Level 4 FIRE "IceBurn" monster While face-up on the field, this card is also treated as a level 8 Synchro monster. Once per turn, you can detach a XYZ Material from this card; This card gains the effect(s) of that card. IceBurn - Quinas the Freeze Master Text: 2 or more Level 4 WATER "IceBurn" monsters This monster is treated as a Level 8 Synchro Monster while on the field. Once per turn, you can detach a XYZ Material from this card; Target all cards on the field until your Standby Phase, then deal your opponent 50 damage for every targeted card on the field. [spoiler=IceBurn - Stealth Unit] Text: 1 or more Level 4 Monsters. While you control another "IceBurn" monster, your opponent cannot declare this card an attack target. Once per Phase, you can Detach 1 XYZ Material from this card to target 1 Level 4 WATER or FIRE monster you control: That monster cannot be destroyed by Battle or Card effects until the end of this Phase.[/spoiler][/spoiler] am too annoyed to try and fix the spoilers, come back later Link to comment Share on other sites More sharing options...
Arctic55 Posted December 18, 2014 Report Share Posted December 18, 2014 My Edits for "IceBurn Savage Chains" Text: Once during either players turn; you can activate 1 of the following effects (and if you do you cannot activate the other effect next turn); - Target 1 monster on the field; it cannot attack and loses 500 ATK/DEF. - Select 1 targeted card on the field; Negate the effects of that card (this effect lasts until the next Draw Phase) OR destroy that card. The OCG needs work, the following is my edits on the first two lines. Text: Once during either players turn; you can activate 1 of the following effects, if you do you cannot activate the other effect; - Target 1 monster on the field; it cannot attack and loses 500 ATK/DEF. When the targeted card leaves the field, send this card to the graveyard. - Select 1 targeted card on the field; Negate the effects of that card (this effect lasts until the next Draw Phase) OR destroy that card.Honestly, the second effect... just why? I would always destroy the card (99.9% of the time). Just change it to the following. - Target 1 card on the field; its effects are Negated. When the targeted card leaves the field, send this card to the graveyard.My OCG isn't perfect, but that's what I came up with. The other trap seems fine. Link to comment Share on other sites More sharing options...
Avaren Posted December 19, 2014 Author Report Share Posted December 19, 2014 My Edits for "IceBurn Savage Chains" Honestly, the second effect... just why? I would always destroy the card (99.9% of the time). Just change it to the following. - Target 1 card on the field; its effects are Negated. When the targeted card leaves the field, send this card to the graveyard.My OCG isn't perfect, but that's what I came up with. The other trap seems fine. Savage chains is meant to stay on the field continuously either Targeting or Destroying things, also, for the 2nd effect to be able to work, there needs to already be a targeted card on the field. (but I'ma change it so that it can only select cards Targeted by a IceBurn card) Your change to how it cannot switch effects straight after isn't what I would look for, the way you word it means that you pick either the first or the second at it's first use, then it cannot change, it's meant to be able to switch, the way I worded it allows for it to switch at the expensive of not activating it's effect for a turn. If you can come up with a way to word it better to fit with OCG without forcing it into one of the effects, then I would love to change that. Link to comment Share on other sites More sharing options...
VampireofDarkness Posted December 19, 2014 Report Share Posted December 19, 2014 Savage chains is meant to stay on the field continuously either Targeting or Destroying things, also, for the 2nd effect to be able to work, there needs to already be a targeted card on the field. (but I'ma change it so that it can only select cards Targeted by a IceBurn card) Your change to how it cannot switch effects straight after isn't what I would look for, the way you word it means that you pick either the first or the second at it's first use, then it cannot change, it's meant to be able to switch, the way I worded it allows for it to switch at the expensive of not activating it's effect for a turn. If you can come up with a way to word it better to fit with OCG without forcing it into one of the effects, then I would love to change that.What I would suggest doing for Savage Chain's second effect is to make it so you can always negate, but then if the monster is already targeted, destroy it. I think the OCG would be: "Target 1 monster on the field; Negate that monster's effect until the next player's Standby Phase, and if that card is already targeted by an "IceBurn" card, destroy it. (This effect applies even if the monster is removed from the field)" This would not only have more utility in general, but it would allow you to get over cards such as Beelze or even floaters with the last part. (You can take out the "()" part tho if you think that's too good) I also reworded it to the Standby Phase since that typically is when things like effects and maintenance costs occur. That probably is your best way to go and seems to be what would be the most fair game approach without it being too underwhelming Link to comment Share on other sites More sharing options...
Avaren Posted December 19, 2014 Author Report Share Posted December 19, 2014 What I would suggest doing for Savage Chain's second effect is to make it so you can always negate, but then if the monster is already targeted, destroy it. I think the OCG would be: "Target 1 monster on the field; Negate that monster's effect until the next player's Standby Phase, and if that card is already targeted by an "IceBurn" card, destroy it. (This effect applies even if the monster is removed from the field)" This would not only have more utility in general, but it would allow you to get over cards such as Beelze or even floaters with the last part. (You can take out the "()" part tho if you think that's too good) I also reworded it to the Standby Phase since that typically is when things like effects and maintenance costs occur. That probably is your best way to go and seems to be what would be the most fair game approach without it being too underwhelming that's quite good, savage chains was one of the cards I've edited most in this archetype, thanks for the advice. EDIT: I have pub'ed all of these card in DP, if you have suggestions on improvements (OCG, Dark flame, etc), plz leave a message or post. thx Link to comment Share on other sites More sharing options...
Arctic55 Posted December 22, 2014 Report Share Posted December 22, 2014 Obviously, I missed the whole point of Savage Chains. Anyways, carry on. Link to comment Share on other sites More sharing options...
Avaren Posted December 27, 2014 Author Report Share Posted December 27, 2014 Could I get this thread moved into the Duel Portal Sub-forum? Thanks. Link to comment Share on other sites More sharing options...
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