Rakkis157 Posted September 22, 2015 Report Share Posted September 22, 2015 This will be written for now, but I hope to put together picture versions if I find fitting art etc. and have enough time to do so. Concept: The Timekeepers are designed to act as a clock that continues to run as the game proceeds, racking up material to summon their boss monsters, while providing draw and some disruption along the way. Each Timekeeper represents each number on a clock, and corresponds to 2 hours in a day going from (Eins - 0100-0259), (Zwei - 0300-0459), etc. They are either FIRE Pyro-type or WATER Aqua-type depending on whether the hours they represent are during the day or at night, with the Night Timekeepers having high DEF and low ATK, while the Day Timekeepers have high ATK and low DEF. Mechanics-wise, each timekeeper's effects are designed to trigger on a specific phase of the game, and once the game moves on from their individual phases, possess the ability to banish themselves in order to special summon the Timekeeper monster that is next on the clock. Their boss monster, Father Time, is an XYZ summon that comes into play once you have banished 12 Timekeeper monsters of different names, which can primarily be achieved by successfully performing one round of the clock. Father Time himself is designed to be completely unrestrained by time, with it being able to be summoned at any time (as long as you fulfill the summoning conditions) as well as possessing abilities can be activate at any time to disrupt your opponent's plays. [spoiler=Main Deck Monsters] Timekeeper Eins Water - Level 1 Aqua/Effect - 100/1400 During your opponent's End Phase, you can banish this card from your field or graveyard to Special Summon "Timekeeper Zwei" from your hand, deck or graveyard. During your Main Phase 2, you can tribute this monster. Draw a card. You can only use each effect of "Timekeeper Eins" once a turn. Timekeeper Zwei Water - Level 2 Aqua/Effect - 300/1600 During your Draw Phase, you can banish this card from your field or graveyard to Special Summon "Timekeeper Drei" from your hand, deck or graveyard. You can use this effect of "Timekeeper Zwei" only once a turn. Once a turn, during your opponent's End Phase, you can pay 800 LP to return a banished Timekeeper monster to the owner's graveyard, or destroy a set card on the field. Timekeeper Drei Fire - Level 3 Pyro/Effect - 1700/600 During your Standby Phase, you can banish this card from your field or graveyard to Special Summon "Timekeeper Vier" from your hand, deck or graveyard. During your Draw Phase, add a "Timekeeper" monster from your deck to your hand. You can only use each effect of "Timekeeper Drei" once a turn. Timekeeper Vier Fire - Level 4 Pyro/Tuner/Effect - 1900/800 During your Main Phase 1, you can banish this card from your field or graveyard to Special Summon "Timekeeper Fünf" from your hand, deck or graveyard. During your Standby Phase, you can shuffle 1 card from your hand into the deck; draw 1 card. You can only use each effect of "Timekeeper Vier" once a turn. Timekeeper Fünf Fire - LVL 5 Pyro/Effect - 2100/1000 During your Battle Phase, you can banish this card from your field or graveyard to Special Summon "Timekeeper Sechs" from your hand, deck or graveyard.You can use this effect of "Timekeeper Fünf" only once a turn. During your Main Phase 1, you can Normal Summon this monster without Tributing by discarding 1 "Timekeeper" monster from your hand. If this monster is Tribute Summoned during your Main Phase 1, "Timekeeper" monsters you control are unaffected by card effects until the End Phase. Timekeeper Sechs Fire - Level 6 Pyro/Tuner/Effect - 2300/1200 During your Main Phase 2, you can banish this card from your field or graveyard to Special Summon "Timekeeper Seiben" from your hand, deck or graveyard. You can only use this effect of "Timekeeper Sechs" once a turn. During the Battle Phase, you can tribute 1 face-up "Timekeeper" monster on the field; Special Summon this card from your hand. If this card attacks, your opponent cannot activate cards or effects until the end of the damage step. Timekeeper Zwölf Water - Level 6 Aqua/Effect - 1100/2400 During your opponent's Main Phase 2, you can banish this card from your field or graveyard to Special Summon "Timekeeper Eins" from your hand, deck or graveyard. You can use this effect of "Timekeeper Zwölf" only once a turn. Once a turn, when your opponent declares an attack, you can change the attack target to this card, and proceed to damage calculation. This card cannot be destroyed by that battle, and your opponent cannot skip his Main Phase 2 on the turn this effect occurs. [spoiler=Extra Deck Monsters] Father Time Light - Rank 12 [Fairy/XYZ/Effect] - ATK/2400 DEF/2400 2 LVL 12 monsters.Whenever you have 12 banished "Timekeeper" monsters with different names, you can special summon this card from your Extra Deck using those monsters as XYZ material. At any time: You can detach XYZ materials from this card to activate 1 of these effects, depending on the number of XYZ materials detached. While it has XYZ material attached, it cannot be destroyed by battle and is unaffected by other card effects.● 2 Banish a random card face-down from your opponent's hand, but return it at the end of the current phase.● 3 Negate the effects of a Special Summoned monster, and banish it until the End Phase.● 4 Banish 2 "Timekeeper" monsters from your graveyard.● 6 Draw a card.● 12 End the current turn. [spoiler=Spells] Time Skip - Quick-Play Banish 1 "Timekeeper" monster from your deck. Skip the next phase, unless the turn player pays 1000LP. Link to comment Share on other sites More sharing options...
Tojin Posted September 22, 2015 Report Share Posted September 22, 2015 The cards so far look pretty decent, in my opinion. The "do things on your opponent's turn" gimmick is very interesting if done well, which you have thus far. However, Father Time has some problems. First off, DIVINE-attribute cards aren't allowed. The closest equivalent would likely be LIGHT. Secondly, we've got to stick with the types that currently exist in the game (though Divine-Beast and Creator God also aren't allowed). May I suggest changing him to Fairy-type? Finally, you're going to want to specify where you can Special Summon him from. This one isn't a rules violation, but it's something you'll want to fix. Also, a suggestion; if you make Spell or Trap support, maybe make Father Time always be treated as a "Timekeeper" monster? It'll let him be supported by it too, though that of course depends on how you design the support. Note: I am not a mod. I just wanted to give you some advice. =) Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted September 23, 2015 Report Share Posted September 23, 2015 Father Time has a Fake Type and is DIVINE Attribute, both of which are barred in Advanced Cards.Moved to Experimental. Link to comment Share on other sites More sharing options...
Rakkis157 Posted September 23, 2015 Author Report Share Posted September 23, 2015 Ah, I wasn't aware of Divine and custom types being forbidden. I'm new here, so sorry about that. Anyways, I've gone with @Tojin's suggestion to make Father Time Light Fairy-Type for the time being. Thanks for the advice. Link to comment Share on other sites More sharing options...
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