Professor Tetsu Posted December 26, 2014 Report Share Posted December 26, 2014 There are creatures that roam our world, yet seemingly invisible until the moon comes out to soak the world in its pale, dim light. These creatures are forever bound to the shadows of the night, so is it not only fitting that they are called the "Shadowbound?" Here they are! The cards of darkness incarnate! All my cards will be seperated into Monster, Spell, Trap, Fusion, Ritual, Synchro, Xyz, Pendulum (when/if applicable). Monsters: Acrenius - Master of Shadows Shadowbound Bat Shadowbound Centurion Shadowbound Demon Shadowbound Ghoul Shadowbound Mummy Shadowbound Sentinel Shadowbound Spectre Shadowbound Warwolf Shadowbound Wight Spells: Seal of the Night Shadowbound Release Traps: Call of the Shadows Shadowbound Barrier Shadowbound Curse Shadowbound Fury Shadowbound Onslaught Shadowbound Retribution Shadowbound Wrath Synchro Monsters: Calamity, the Elder Dragon of the Shadowbound 1 "Shadowbound" Tuner + 1 or more non-Tuner "Shadowbound" monsters This card cannot be Special Summoned except by Synchro Summoning and its own effect. Once per turn, discard one card; Send one "Shadowbound" monster from your Deck to the Graveyard and then, if you do, Special Summon one "Shadowbound" monster from your Graveyard with an equal or lesser Level. Its effects are negated until the End Phase. Once per turn: Discard your entire hand (min. 1): Return all banished cards to their respective players decks. If this monster is destroyed by battle: Banish 2 "Shadowbound" monsters with different names from your Deck; Special Summon this monster. You can only control 1 "Calamity, the Elder Dragon of the Shadowbound." Derenia, the Fallen Angel of the Shadowbound Hyumbren, the Abyssal Serpent of the Shadowbound Kumuluno, the Everlasting Spirit of the Shadowbound "Shadowbound" Tuner + 1 or more non-Tuner "Shadowbound" monsters This card can only be Special Summoned by Synchro Summon. This monster cannot be destroyed as a result of battle. Once per turn, during either player's turn, you can discard one card from your hand; This monster is unaffected by card effects until the End Phase. If this monster is removed from the field, you can Special Summon the monsters used for the Synchro Summon of this monster from your Graveyard in Defense Position. You can only control one "Kumuluno, the Everlasting Spirit of the Shadowbound." Megamaura, the Ancient Sage of the Shadowbound 1 "Shadowbound" Tuner + 1 or more non-Tuner "Shadowbound" monsters This card can only be Special Summoned by Synchro Summon. Once per turn: Tribute 1 "Shadowbound" monster; Return "Shadowbound" monsters from your Banished Zone to your Graveyard up to the Level of the tributed monster. If this monster is destroyed by battle or card effect, you can Special Summon "Shadowbound" monsters from your Graveyard whose total Level adds up to the Level of this monster in the Graveyard. You can only control one "Megamaura, the Ancient Sage of the Shadowbound." Onyrelous, the Guardian Golem of the Shadowbound Umbra, the Ancient Deity of the Shadowbound 1 DARK Tuner monster + 1 Level 11 Synchro non-Tuner monster This card cannot be Special Summoned except by Synchro Summon and its own effect. This monster is unaffected by all Spell and Trap cards. This monster cannot be targeted for a card effect. If this monster is destroyed by battle and sent to the Graveyard, you can banish 2 "Shadowbound" cards from your Graveyard, and if you do, Special Summon this monster. Once per turn, you can discard any number of cards from your hand to return that many of your banished "Shadowbound" cards to your Deck. The advent of new shadows will always on be on the brink of existence, so stay tuned to find more dwellers in the darkness. Feel free to rate. Link to comment Share on other sites More sharing options...
Iriq Posted December 26, 2014 Report Share Posted December 26, 2014 Artwork is great. Acrenius: is balanced more than last time you showed him to me. The once per turn helps it in a good way rather than making it op'd and the release card also gives disadvantages to the mighty power of acrenius. Much better than before, relatively well balanced. 9/10 Bat: A lvl 1 tuner with weak stats with a discarding effect. This might make it a bit op'd. Ill explain at end. * 4.5/10 Centurion: Great Staller; 'nough said. However its effect like bats makes it a bit op'd. From now ill put an asterisk beside the cards name when i refer to the selected ones at the end. * 7.5/10 Shadowbound demon: Actually this is more balanced than the rest since it requires two tributes and when you do, it has a low atk reducing chances of using his eff. 10/10 Ghoul is great 10/10 Mummy is a much more balanced tuner than bat. Great balancing. 10/10 Sentinel is great too 10/10 Spectre is broken, but only if you use it in this shadowbound set.* 1/10 Warwolf is decent but not perfect in balancing* 8/10 Wight, like spectre is broken.* 1/10 Seal of the night is balanced. 8/10 Release is balanced 10/10 Call of the shadows: I feel that it may give too much defense to cards that are already have much protection. Especially since shadows can be used on any monster. 2.5/10 Barrier is ok 7/10 Shadowbound Curse is not only awesome and totally unique in it's effect, its pretty interesting. 11/10! Fury is also very unique and balanced 7/10 Onslaught may be to op'd with this set of cards* 2/10 Retribution is fair 8/10 Wrath is very well balanced 11/10! Calamity's eff maybe to much.* 5/10 Derenia; well balanced 10/10 Serpent is fine but like the others, too much summoning abilties* 8/10 Kumulino may be a bit strong but sort of ok too; too much protection on him 6/10 Megumara is very well balanced. Nice work. 10/10 Golem is a very very great staller and i like stallers :) 11/10 Umbra is okay; sort of balanced 7.5/10 Anyways, where i said the cards are well balanced, great, perfect, nice, etc...those cards should be left like they are. They're ok to leave alone. No need to change anything. For cards where i said, they are balanced, sort of balanced ,etc...you might want to consider omitting one effect from their collection of effects. They are just able to do to much. For cards where i said they are broken; it just means they provide way too much immunity and ease of summoning. For cards that are marked by asterisks *, they have way to easy and quick summoning abilities, you could get and summon so many cards onto the field in one turn, it's crazy. They would be like six samurai, blackwing, constellar, train, etc.... on steroids, x infinity. You could halve the number of cards marked by asterisks that have summoning abilities to make the whole set more balanced. Or try something else. Nevertheless, from my standpoint, someone who is a more gen 1-2 fanatic than anything else, cards that work like samurias and wings are op'd. From a modern yugioh point of view, where cards like beelze and beelzeus are not limited or banned, this card is not overpowered at all, lol. Link to comment Share on other sites More sharing options...
Professor Tetsu Posted December 27, 2014 Author Report Share Posted December 27, 2014 I do not know if you can tell or not, but the whole point of the Shadowbound is summoning to swarm with Synchro Monsters. For Wight, I can completely understand why you'd say it is broken; however, Spectre is far from broken. Piercing damage or keeping it in ATK mode would be akin to dealing direct damage to me. It is more of a weakness than a strength in a Shadowbound deck. Shadowbound Onslaught is nothing more than a Continuous Raigeki Break. Yes, you might be able to trip an effect every now and again, but that is, quite literally, all that Shadowbound Onslaught is. Umbra is more balanced that she may appear because putting a Lv. 11 Synchro on the field in a deck that is not bent to do it can often be a pain. As for Call of the Shadows, I mistyped it. It was supposed to target only an opponent's monster. Link to comment Share on other sites More sharing options...
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