BertyCollosal Posted January 5, 2015 Report Share Posted January 5, 2015 All of these are written cards, mostly because I can't find decent pictures. Chibi Knight EARTH *** Warrior/Effect 1100/ 700 If your opponent controls a monster and you control no monsters, youcan Special Summon this monster from your hand, and if you do, 'Chibi' monsters you control cannot be destroyed by battle for as long as this card remains face-up on the field. This card cannot be usd for the Xyz Summon of a monster, except a 'Chibi' Monster. Chibi Palladin EARTH *** Warrior/Effect 1000/1200 This card cannot be destroyed by battle. This card cannot declare an attack. Once per turn, if you control another 'Chibi' monster , you may banish this card to target 1 monster your opponent controls: take control of it until their next End Phase. Chibi Duelist EARTH *** Warrior/Effect 1400/200 If this card is Special Summoned from the Graveyard; this card cannot be destroyed by battle. If this card was to be destroyed by a card effect: you destroy 1 'Chibi' monster on the field instead. Chibi Archer EARTH *** Warrior/Effect 1000/ 500 Once per turn, you may pay 200 Life Points to target 1 Spell/Trap card your opponent controls: destroy it. This card cannot Attack the turn you use this Effect. Chibi Barbarian EARTH *** Warrior/Effect 1500/0000 Once per turn, you may pay Life Points in Multiples of 100, and if you do, this card gains attack equal to the amount of Life Points payed. Tyre, Terroizer of the Chibi EARTH ******* Dragon/Effect 2700/2500 Cannot be Normal Summoned or Set. Must Be Special Summoned by the effect of 'Chibi Dragon Slayer' and cannot be Special Summoned by any other ways. You may target 1 'Chibi' Monster you control, or 1 'Chibi' Monster in your Graveyard: Banish that target, and if you do, inflict damage to your Opponent's Life points equal to the target's attack. Chibi Dragon Slayer Earth *** Warrior/Xyz/Effect 1700/1000 3 level 3 'Chibi' Monsters When this card is Xyz Summoned, all 'Chibi' Monsters you control, except for 'Chibi Dragon Slayer' gain 500 Attack. You may discard 1 Xyz Material to target one card your opponent controls: destroy it. When this card is sent to the Graveyard: Special Summon 1 'Tyre, Terroizer of the Chibi' from your Hand, Deck, or Graveyard. This summon cannot be negated. Spells: Fall of the Chibi Quick Play Target one 'Chibi' Monster you control: it gains 200 Attack for every 'Chibi' Monster banished. Chibi Rush If you have 2 or more 'Chibi' monsters on the field, you may pay 500 Life Points: your opponent loses 500 Life Points for each 'Chibi' monster on the field. You may only activate 'Chibi Rush' once per turn. Chibi Dimension Field Card All 'Chibi' Monsters you control gain 500 Attack. You may banish 1 'Chibi' Monster card on the field: inflict damage to your opponent's Life points equal to the banished monster's Attack. You can only use this effect once per turn. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted January 6, 2015 Report Share Posted January 6, 2015 Let's grade these cards individually, based on their interactions with one another. Knight carries a CyDra clause and protects any Chibis from battle destruction while it remains on the field (if you SS it that way). Unless your opponent carries Castel, Book of Moon or some other card that flips things face-down OR general effect destruction; you essentially have an indestructible wall of monsters to use for most intents/purposes. I would change it to protect other Chibis. However, it is nice for trying to regroup if you're in a bad situation and need to block. Paladin is similar to 11/Change of Heart, except it steals until the End Phase and whatever monster you can use can still strike or be used for Fusion/Synchro/Xyz or whatever you need to do. Would recommend making it a hard OPT, in the event that you get 2 or more of these out OR change it to another "Chibi" besides Paladin. Duelist has battle protection if SSed from the Graveyard (which might not occur, seeing the lack of revival here) and a 6Sam thing for effect stuff like Exciton, Mirror Force and so on. Then again, the first effect is somewhat redundant if Knight is around via its effect, but added protection always helps. Barbarian is basically the brute force of the Main Deck cards, and very similar to that of the Winged Dragon of Ra (anime); save for you choosing how much to pay. That being said, you either need to make sure your opponent has no backrow before you strike; otherwise you risk losing a monster and a significant amount of LP. Magic Cylinder isn't too much of a threat lately, but that's also something to deal with. Archer's LP cost needs to be increased a bit, considering that 200 LP is still cheap for popping backrow; even if it does lose its attack that turn; but you can just use it for Tyre fodder. Tyre essentially banishes another Chibi to heavily burn the opponent. Considering that it lacks an OPT clause, this essentially turns into a worse version of Dark Strike Fighter, since you can banish about 3-4 Chibis to end the game at that point. You definitely need to slap on a hard OPT clause, and possibly an attack lock. Remember that while Breakthrough Skill exists and puts a block on it, you can't design cards because certain counters exist. Dragon Slayer boosts your other Chibis by 500, can detach to pop a card and THEN gives an guaranteed Tyre when it goes. Considering the Deck so far, it won't be easy to get 3 monsters on the field to fulfill this, but with the consideration that it's guaranteeing a 2700 ATK monster that is essentially your win condition, it balances out to an extent, but would really recommend taking off the last part. Fall powers up another Chibi based on the amount of banished others you have. Rush burns for at least 1000 LP if you have 2+ Chibis on the field, at the cost of 500 of yours. Right now, they can't really swarm, but even so, reducing the damage per Chibi might help to balance it out further. Dimension has one of the suggestions that I have for Tyre, and that's being a hard OPT. Then again, I recommend making an attack lock for that turn, or some other restriction, to compensate for the added attack and free burn. Also, some OCG problems but I won't go into those right now. Link to comment Share on other sites More sharing options...
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