lotuselise2002 Posted July 8, 2015 Report Share Posted July 8, 2015 Probably massively overdone. But hey, its my first post here. Also, apologies in advance for the massive amounts of cards made. I got bored today haha I tried to keep the effects relatively close to the actual characters' powers. Any help on balancing them out/text edits/general thoughts would be greatly appreciated. [spoiler=Monsters]Put 3 Gene Counters on this card when you Normal Summon it. This card cannot be destroyed by battle. If this card battles a monster, remove 1 counter from this card at the end of the Damage Step. If this card battles without a counter, destroy this card at the end of the Damage Step.FLIP: You can target up to 2 monsters on the field; return those targets to the hand.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 200 ATK for each "Ultimate Hero" monster in your Graveyard. During each of your Standby Phases, you can remove 1 Gene Counter from this card to discard one card from your opponent's hand to the Graveyard.When this card is Normal or Special Summoned: You can change its battle position. Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 200 DEF for each Gene Counter on it. During each of your Standby Phases, you can remove 1 Gene Counter from this card to switch the battle position of one monster on your opponent's side of the field.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). During each of your Standby Phases, you can remove 1 Gene Counter from this card to inflict 400 damage to your opponent.As long as there is at least 1 other "Ultimate Hero" monster on the field, this card cannot be selected as an attack target. When this card is sent to the graveyard, increase your Life Points by 1000. While this card is in attack position, you take no battle damage from attacks involving "Ultimate Hero" monsters.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 500 ATK for each Gene Counter on it. Each time this card destroys another monster as a result of battle, remove 1 Gene Counter from this card.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). During each of your Standby Phases, you can remove 1 Gene Counter from this card to toss a coin and call it. If you call it right, destroy 1 monster on the field. The player who controls the destroyed monster then draws 1 card.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). During each of your Standby Phases, you can remove 1 Gene Counter from this card to select 1 monster your opponent controls; it cannot change its battle position or declare an attack until the end of your opponent's next turn.All monsters that are destroyed while this card remains face-up on the field are returned to their owner's hand instead.Every time you summon an "Ultimate Hero" monster, place 1 Gene Counter on this card. As long as there is at least 1 Gene Counter on this card, your opponent cannot activate any Trap Cards and negate all of your opponent's Trap Card effects on the field. If this card destroys another card by battle and sends it to the Graveyard, remove 1 Gene Counter from this card.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This monster gets the following effect(s) while there is at least 1 Gene Counter on this card: ● 1: Control of this card cannot switch. ● 2: This card gains 500 ATK. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). You can pay 600 LP and remove 2 Gene Counters from this card to destroy up to 2 face-down cards on the field.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). You can pay 1000 LP and remove 2 Gene Counters from this card to add 1 "Phoenix Force" to your hand from your deck.Flip: Inflict 1200 Damage to your opponent. Then discard 2 cards from your hand. If you cannot, pay 1000 LP.When this card is Normal, Flip or Special Summoned, place 3 Gene Counters on this card. You can remove 1 Gene Counter from this card to activate the effect of 1 "Ultimate Hero" monster you control without paying the activation cost. If there are no Gene Counters on this card, destroy it.When this card is Normal, Flip or Special Summoned, place 3 Gene Counters on this card. You can remove 1 Gene Counter from this card to increase your life points by 500.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). You can remove 1 Gene Counter from this card to make all battle damage involving this card 0 for the Damage Step only.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 200 ATK for each Gene Counter on it. During each of your Standby Phases, you can remove 1 Gene Counter from this card and discard one card from your hand to the Graveyard to destroy 1 monster your opponent controls. You cannot declare an attack the turn you use this effect.If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the End Phase of your next turn. You can pay 2000 LP to put 1 Gene Counter on this card. As long as there is 1 Gene Counter on this card, this card is treated as a Normal Monster while face-up on the field.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). During each of your Standby Phases, you can remove 2 Gene Counter from this card to inflict piercing damage to your opponent during battle phase of the turn that you activated this effect.When this card is normal summoned, call the type of card (Monster, Spell, or Trap) that is at the top of your deck. If you call it right, inflict 700 points of damage to your opponent's Life Points and either Special Summon the monster, or add the card to your hand.This card inflicts direct damage to your opponent and cannot be destroyed by battle.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 3). You can remove 1 Gene Counter from this card to have this card be treated as 1 other monster on the field (if that monster has an effect, adopt that effect) with the same ATK and DEF as the targeted monster.When you summon this card, you can place 2 Gene Counters on any monster on the field.FLIP: Put this card face-up in your Deck and shuffle it. When you draws this card, it is Special Summoned to the field in face-up Defense Position, and inflicts 1000 damage to your opponent. When this card inflicts damage to your opponent by this effect, you can Special Summon 1 "Ultimate Hero" monster from your Deck to the field.This card cannot be targeted by Spell Cards.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 200 ATK for each Gene Counter on it. During each of your Standby Phases, you can remove 1 Gene Counter on this card to halve the ATK of one Monster on the field.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 200 ATK for each Gene Counter on it. During each of your Standby Phases, you can remove 1 Gene Counter on this card to increase the ATK of this card by 500.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 3). This card gains 300 ATK for each Gene Counter on it. During each of your Standby Phases, you can remove 2 Gene Counters on this card to destroy 2 cards your opponent controls.FLIP: Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order.When this card is Normal Summoned, you can pay 400 LP to put 1 Gene Counter on this card. If this card is selected as an attack target by a monster your opponent controls, you can remove 1 Gene Counter from this card and return it to your hand. Then select another 1 of your Monster Cards and designate it as the attack's target, and calculate damage.When this card is Normal Summoned, you can pay 1000 LP to put 1 Gene Counter on this card. This card cannot be selected by your opponent's Spell, Trap, and Effect Monsters while there is 1 Gene Counter on this card. If this card is destroyed as a result of battle, banish it.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 200 DEF for each Gene Counter on it. During each of your Standby Phases, you can remove 1 Gene Counter from this card to tribute 1 "Ultimate Hero" monster that you control. Increase the ATK of this card by half of the tribute monster for this turn. If this card attacks a Defense Position monster while there is at least 1 Gene Counter on this card, inflict piercing battle damage to your opponent.Each time your opponent draws a card(s), place 1 Gene Counter on this card (max. 2). This card gains 200 ATK for each Gene Counter on it. You can remove 1 Gene Counter from this card to destroy 1 face down monster your opponent controls.Tribute 1 of your monsters on the field (excluding this monster) during each of your Standby Phases. If you do not, destroy this card and inflict 900 damage to yourself.This card is unaffected by Trap and Spell effects. When this card is Normal Summoned, you can discard 2 cards from your hand to return 1 Spell Card from your Graveyard to your hand.This card can only be Ritual Summoned with the Ritual Spell Card, "Dark Phoenix Revival". You can pay 2000 Life Points to destroy all cards on the field, except this card. This card gains 800 ATK for every card destroyed by this effect. Cannot be destroyed by battle with a DARK, EARTH, WATER, FIRE, or WIND monster. As long as this card remains face-up on the field, your opponent must show his/her hand. You must pay 500 LP or tribute 1 monster during each of your Standby Phases. If you do not, this card is banished. During each of your opponent's Standby Phases, your opponent increases his/her Life Points by 1000 points as long as this card is on the field. [spoiler=Support]You can only activate this card when you have at least 1 monster card in your hand and you control 1 Face-Up "Ultimate Hero" monster. Return the selected "Ultimate Hero" monster to your hand and special summon 1 monster from your hand.Activate this card when your opponent draws a card. Banish 1 card from either player's Graveyard.Pay 900 LP. The equipped monster cannot declare an attack for 2 turns. At the end of the 2nd turn, the equipped monster is destroyed. This card cannot be activated unless there is a "Phoenix Force" in your Graveyard. This card is used to Ritual Summon "Dark Phoenix". You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are attempting to Ritual Summon.As long as this card remains on the field, all battle damage is now piercing damage.The equipped monster is no longer affected by Trap Cards.Activate only when a monster is Tribute Summoned with 1 Tribute. Special Summon 1 monster from your hand.Activate only when an "Ultimate Hero" monster is destroyed by battle. Special Summon that monster in Attack Position.Shift 1 monster to defense position. The targeted monster cannot be selected as an attack target for this Battle Phase.You can only activate this card when you have at least 5 "Ultimate Hero" monsters in your Graveyard. Your opponent selects 1 "Ultimate Hero" monster in your Graveyard and adds it to your deck.Add 1 "Ultimate Hero-Vampiric Rogue" from your deck to your handDiscard 2 cards. Select 1 monster your opponent controls and destroy it. Increase your life points by half of the selected monster's DEF.Draw 3 cards. If you draw an "Ultimate Hero" monster, draw 1 card and special summon 1 "Ultimate Hero" monster from your hand. If not, discard 2 cards and increase your opponent's LP by 500.Only activate this card when your opponent controls 3 or more monsters and you control none. Special Summon 1 "Ultimate Hero" from your hand or deck and increase summoned monster's ATK by 1000 until the End Phase of this turn.You can only activate this card if you have 1 monster on your side of the field. This turn, the targeted monster can declare an attack for each monster on your opponent's side of the field. Target 1 face-up Psychic-type monster on the field; it gains 700 ATK until the end of this turn. Then destroy the targeted monster and add 1 "Phoenix Force" to your hand.You can only activate this card while you have at least 1 Psychic-Type monster. Flip a coin and call it. If correct, banish 1 monster on your opponent's side of the field. If wrong, banish 1 monster on your side of the field.Discard your entire hand. Double the ATK of 1 "Ultimate Hero" monster until the end of the Battle Phase.Target 1 face-up "Ultimate Hero-Telekinetic Ninja". Until the end phase of this turn, increase all "Ultimate Hero-Telekinetic Ninja"s ATK by 600, and decrease the ATK of all monsters on your opponent's side of the field by 600. Only "Ultimate Hero-Telekinetic Ninja can declare an attack this turn, and must attack all monsters your opponent controls once each.You can only equip this to a Psychic-Type "Ultimate Hero" monster. Pay 1000 LP every turn this card is active. The equipped monster cannot be destroyed in battle, and all battle damage against it becomes 0. Increase the equipped monster's ATK by 1500. The equipped monster does not have to use Gene Counters to activate its own stated effect. After the 3rd turn of this card being active, destroy this card and the equipped monster. When this card is sent to the graveyard, add 1 "Dark Phoenix Revival" from your deck to your hand.Increase your LP by 200 for every "Ultimate Hero" monster in your Graveyard.You can only activate this card when a "Ultimate Hero" monster that you control is destroyed by a card effect. Increase your LP by the number of Gene Counters on the destroyed card x500. Add 1 Gene Counter to 1 "Ultimate Hero" monster. Increase your LP by 500.Add 2 Gene Counters to 1 "Ultimate Hero" monster you control. If the targeted "Ultimate Hero" monster cannot receive another Gene Counter, increase the targeted monster's ATK by 200 until the End Phase of this turn.You can only activate this card when your opponent activates a Trap Card that targets 1 or more "Ultimate Hero" monster(s) that you control. Negate the card's effect and inflict 700 damage to your opponent. Draw 1 card.Add all "Ultimate Hero" monsters from your side of the field and Graveyard to your deck. Draw 2 cards. Select 1 "Ultimate Hero" monster you control and 1 monster your opponent controls. Return both cards to their respective decks.As long as this card remains on the field, both players can discard 1 card from their hand to negate the attack of 1 monster during each battle phase.This card can only be equipped to a "Ultimate Hero" monster. All monsters that enter the Damage Step with the equipped monster are banished. For every monster banished by this effect, increase your LP by 200.Change the battle position of 1 monster you control during damage calculation only.When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it.You can only activate this card if you control no face-up "Ultimate Hero" monsters and your opponent declares an attack. Your opponent randomly selects 1 card from your hand. If it is a "Ultimate Hero" monster, special summon it. if not, discard it.Halve the ATK of 1 face-up "Ultimate Hero" monster. Until the end of this turn, the targeted monster can attack your opponent directly. Increase your LP by half of the direct damage inflicted this turn.You can only activate this card if your opponent declares an attack while you control a Psychic-Type "Ultimate Hero" monster. Negate the attack, and then end the battle phase.Change the battle position of 1 monster on the field. Discard 2 cards.You do not pay Life Points to activate "Ultimate Hero" monsters. Place 1 Gene Counter on 1 "Ultimate Hero" monster during the End Phase of each of your turns. If you cannot, destroy this card. Link to comment Share on other sites More sharing options...
lotuselise2002 Posted July 10, 2015 Author Report Share Posted July 10, 2015 le bump Link to comment Share on other sites More sharing options...
FinnDragon Posted July 11, 2015 Report Share Posted July 11, 2015 To be honest: interesting effects (some of them are little confusin). Card(s) that need little fixing:''Ultimate Hero - Scarlet Mystic'': What happens If you call card type wrong?''Ultimate Hero - Shadow Sprite'': Do you mean that: ''This card can attack your opponent directly. This card cannot be destroyed by battle'' ?. Other than that: looks nice. Link to comment Share on other sites More sharing options...
lotuselise2002 Posted July 12, 2015 Author Report Share Posted July 12, 2015 Thanks for that! I forgot to include Scarlet's effect. And the general ability that I was hoping to give Shadow Sprite was that it shouldn't be able to be destroyed and that it should be able to attack directly (given that the character that Im basing her off of is Kitty Pryde, who can become intangible at will). Ill try it with your edit though! Link to comment Share on other sites More sharing options...
Face McShooty Posted July 12, 2015 Report Share Posted July 12, 2015 I understand why you didn't give them their proper names, but for the X-Men megafans, they'll wonder why you didn't give them their proper names. But I digress.Wolverine's effect should have something to do with his regenerative ability, at least I think. Rogue's effect is pretty effective, especially for those who like to play defensively, like myself; the 200 DEF bonus for each counter on it gives it up to 400 extra DEF which that's pretty strong for a Level 5 tbh, I'd drop the base DEF of Rogue to around 1700-1800 just so it's not too OP'd Link to comment Share on other sites More sharing options...
lotuselise2002 Posted July 14, 2015 Author Report Share Posted July 14, 2015 Thanks for the advice Sea Ya There! I was torn between making use of Wolverine's healing abilities or fighting prowess. I just figured since I had Cecilia Reyes and Elixir, I needed another powerhouse card like Magneto or Rogue to be the set's main attacking threat. And while I see your comment about Rogue's slight OP, Im also torn. Due to her main schtick being her absorbed Miss Marvel powers, I wanted to make her invulnerability and super strength and energy draining powers all present. Should I maybe just bump her up a level or two? But at that point, Im scared of making her too weak at level 7? Link to comment Share on other sites More sharing options...
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