I Hate Snatch Steal Posted November 4, 2015 Report Share Posted November 4, 2015 This archtype includes single player and multi-player units, along with some of my own creations from the sc2 editor. I may have made some cards redundant since I was trying to make them accurate to my impressions of them. Once per turn this card cannot be destroyed by battle. If this card is summoned from the hand: you can special summon 1 level 6 or lower "SC2 Unit" monster from your hand. Note: This effect applies to both normal and special summon [since how could you possibly flip summon from the hand?] At the end of the Battle Phase, if this card attacked: change it to defense position. After damage calculation, if this card battles a monster: halve the ATK of that monster until the End Phase of the next turn.. When you Normal Summon a "SC2 Unit" or "Sc2 Hero" monster: You can Special Summon this card from your hand. If you control another monster, your opponent cannot target this card for an attack. The first time (exactly) 1 other non-Machine-Type monster you control would be destroyed each turn, it is not destroyed. Note: A previous version of the medic saying "Cannot be normal summoned/Se"t was a copy paste error, I never wanted that. If this card is normal summoned: you can add 1 level 6 or lower "SC2 Unit" monster from your deck to your hand except "SC2 Unit - Melee - Medivac" then change this card to defense position, if you activated this effect. During each of your End Phases: Gain 400 LP for each "SC2 Unit" and "SC2 Hero" monster you currently control. Once per turn, if this card is in face-up defense position: you can target 1 face-up card: destroy that target. Your opponent cannot target this card with card effects. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step. If this card attacks an opponent's monster, it gains 600 ATK during the damage step only. When this card is summoned: place 1 counter on it. If this card would be destroyed by battle or by card effect, remove that counter instead. You can target 1 card your opponent controls; destroy that target and if you do, inflict 1000 damage to your opponent. This effect can be used only once while this card is face-up on the field. This card uses counters (ala B.E.S monsters) to make it easier to implement the effect in YGO pro should I choose to. Once per turn this card cannot be destroyed by battle or by card effects. Your opponent cannot target monsters you control with cards, effects, or for attacks, except "SC2 Unit - Melee - Mothership". (THis card is both Warrior and and Spellcaster-Type) Once per turn: you can Target 1 non-"SC2 Hero" monster you control that has a level; send it to the Graveyard, also, after that, if it left the field by this effect, Special Summon 1 "SC2 Unit" monster from your main or extra deck with the same type but 1 or 2 levels higher. (This card is both Beast and Spellcaster-Type) If your opponent controls a monster and you control no monsters, you can Normal Summon/Set this card without Tributing. If there are 2 or more "SC2 Unit" monsters in your graveyard with different names: you can special summon 1 level 6 or lower "SC2 Unit - Campaign" monster from your extra deck and if you do, you take damage equal to its level x 100. This effect can be used only once while this card is face-up on the field. Once per turn: you can pay 800 LP; special summon 2 random monsters from among the "SC2 Unit" monsters in your main and extra deck. This card cannot attack the turn this effect is activated. Must be special summoned by the effect of a "SC2 Hero" card and cannot be special summoned by other ways. When this card is summoned: place 1 Spell Counter on it (max 1). During your Standby Phase, place 1 Spell Counter on this card (max 1). You can remove 1 spell counter from this card; activate 1 of these effects. *Target 1 card your opponent controls; destroy it. *Look at your opponent's hand and discard 1 spell card from it to the graveyard (if possible) and if you do, inflict 800 damage to your opponent.You can activate this effect during either player's turn. Rulings Note:If your opponent is under the effect of Masked HERO Dark Law (for example), you can still activate and resolve Tassadar's look at hand and discard effect and discard a spell card to the banished zone, but no damage will be inflicted. Must be special summoned by the effect of a "SC2 Hero" card and cannot be special summoned by other ways. Your opponent cannot target this card with card effects If this card attacks an opponent's monster, it gains 600 ATK during the damage step only. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card battles, after damage calculation: you can target 1 card on the field: destroy that target, note: making previous versions of this card LIGHT was a mistake Must be special summoned by the effect of a "SC2 Hero" card and cannot be special summoned by other ways. Cannot be destroyed by battle or by card effects. If this card is summoned: you can negate the effects of all face-up cards your opponent currently controls until the End Phase. You can target 1 card your opponent controls; destroy that target and if you do, inflict 1000 damage to your opponent. This effect can be used only once while this card is face-up on the field. Link to comment Share on other sites More sharing options...
Dova Posted November 5, 2015 Report Share Posted November 5, 2015 Zealot: Immunity to battle destruction + High ATK does not bode well.Marine: Again, powerful with the Normal Summon -> Free Level 6. At the very least, it needs HARD OPT.Marauder: I see this become a staple, due to the high ATK. Although the nerfing is there with the DEF position, it has another buff, which also tips it a little towards the too powerful side.Siege Tank: Marine summon it in DEF -> free popDark Templar: +1000 ATK + Armades + No targeting? Very powerful.Wolf: Random works well on paper, but you need something similar to Borz/Malefic World to actually pull it off.Tassadar: Would be fine except for the chain prevention. Adds a lot of power. Also, you need to edit the text for the discarding spell effect to be able to resolve if your opponent doesn't have a Spell card in their hand.Gabriel Tosh: Useless because you have Dark Templar, which also can prevent attacks.Hyperion: Seems like only a slightly buffed (and at the same time, nerfed) version of Battle cruiser. All in all, most of the cards have a lot of power, although a few are bit lacking. I like the mechanics and randomness behind it. Hope to see where this is going! Link to comment Share on other sites More sharing options...
I Hate Snatch Steal Posted November 5, 2015 Author Report Share Posted November 5, 2015 Zealot: Immunity to battle destruction + High ATK does not bode well.Marine: Again, powerful with the Normal Summon -> Free Level 6. At the very least, it needs HARD OPT.Marauder: I see this become a staple, due to the high ATK. Although the nerfing is there with the DEF position, it has another buff, which also tips it a little towards the too powerful side.Siege Tank: Marine summon it in DEF -> free popDark Templar: +1000 ATK + Armades + No targeting? Very powerful.Wolf: Random works well on paper, but you need something similar to Borz/Malefic World to actually pull it off.Tassadar: Would be fine except for the chain prevention. Adds a lot of power. Also, you need to edit the text for the discarding spell effect to be able to resolve if your opponent doesn't have a Spell card in their hand.Gabriel Tosh: Useless because you have Dark Templar, which also can prevent attacks.Hyperion: Seems like only a slightly buffed (and at the same time, nerfed) version of Battle cruiser. All in all, most of the cards have a lot of power, although a few are bit lacking. I like the mechanics and randomness behind it. Hope to see where this is going!Thanks for the review. Marauder: point taken. I changed his effect to a different interpretation of what he does in game. Dark Templar: noted, I lowered the ATK boost. Wolf: This set is ultimately destined for YGO pro where the computer does random selection for you. I removed the chaining prevention from Tassadar. For Gabriel Tosh, I goofed. He should have had the same anti-targeting effects as Dark Templar for consistency at least, since in game they are both invisible/cloaked to enemies unless they reveal or detect them. The hyperion is basically a bigger better battlecrusier. As soon as I post this I'll upload the changes. Personally I don't see siege tank and marine as huge issues, especially since marine only triggers when its summoned from the hand, not anywhere else. Link to comment Share on other sites More sharing options...
♪ ♪Aria ♪ ♪ Posted November 6, 2015 Report Share Posted November 6, 2015 Hyperion is the concern, because it has destruction immunity from battle and card effects, making it almost impossible to destroy, and has high attack and defense, try to exploit a weakness for it, for example it can be destroyed by battle or restrictions, etc, plus it has a negating effect, too strongSiege tank has a good effect, but with it's low stats it might not survive too longThe Mothership is the protector of all it needs to be attacked twice in order to destroy it, making it an effective shield for all, comboing this with Siege Tank is really useful That's all my tips for now, fare-well Link to comment Share on other sites More sharing options...
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