Slinky Posted January 17, 2016 Report Share Posted January 17, 2016 [spoiler=Tuner Monsters]T.G. Cyber MagicianLIGHT/Level 1/0 ATK/ 0 DEFSpellcaster/Tuner/EffectIf this face-up monster you control is used as a Synchro Material for a "T.G." monster, you can use "T.G." monsters in your hand as non-Tuner Synchro Materials. If this card is sent from the field to the Graveyard: You can add 1 "T.G. Cyber Magician" from your Deck to your hand. This effect of "T.G. Cyber Magician" can only be used once per turn. T.G. StrikerEARTH/Level 2/800 ATK/0 DEFWarrior/Tuner/EffectIf you control no monsters, you can Special Summon this card from your hand. If this card is sent from the field to the Graveyard: You can add 1 "T.G. Striker" from your deck to your hand. This effect of "T.G. Striker" can only be used once per turn. T.G. Jet FalconWIND/Level 3/1400 ATK/1200 DEFWinged Beast/Tuner/EffectIf this card is face-up on the field: You can Special Summon 1 "T.G." monster from your hand. If this card is sent from the field to the Graveyard: You can add 1 "T.G. Jet Falcon" from your Deck to your hand. Each effect of "T.G. Jet Falcon" can only be used once per turn. T.G. Gear ZombieDARK/Level 1/600 ATK/0 DEFZombie/Tuner/EffectIf there is a face-up "T.G." monster on your side of the field (except "T.G. Gear Zombie"): You can Special Summon this card from your hand or Graveyard. If Special Summoned from the Graveyard with this effect, banish it when it leaves the field, and you cannot use this "T.G. Gear Zombie" effect from the Graveyard for the rest of the duel. If this card is sent from the field to the Graveyard: You can add 1 "T.G. Gear Zombie" from your Deck to your hand. Each effect of "T.G. Gear Zombie" can only be used once per turn. [spoiler=Non-Tuners]T.G. WarwolfDARK/Level 3/1200 ATK/0 DEFBeast-Warrior/EffectWhen a Level 4 or lower monster is Special Summoned to your side of the field: You can Special Summon this card from your hand. If this card is sent from the field to the Graveyard: You can send 1 "T.G." monster from your Deck to the Graveyard. This effect of "T.G. Warwolf" can only be used once per turn. T.G. Rush RhinoEARTH/Level 4/1600 ATK/800 DEFBeast/EffectWhen this card declares an attack: It gains 400 ATK. If this card is sent from your hand to the Graveyard: You can add 1 non-Tuner "T.G." monster from your Deck to your hand. This effect of "T.G. Rush Rhino" can only be used once per turn. T.G. Catapult DragonEARTH/Level 2/900 ATK/ 1300 DEFDragon/EffectIf this card in your hand is treated as a Synchro Material for a "T.G." monster, it's Level can be treated as Level 1 or Level 4. If this card is sent to the Graveyard: Inflict 500 damage to your opponent. T.G. Drill FishWATER/Level 1/100 ATK/800 DEFFish/EffectThis card can attack your opponent directly. If this card inflicts battle damage: You can target 1 monster on the field; Destroy it. If this card is sent to the Graveyard: You can add 1 "TG" Trap card from your Deck to your hand. This effect of "T.G. Drill Fish" can only be used once per turn. T.G. Metal SkeletonDARK/Level 2/1100 ATK/0 DEFZombie/EffectIf a "T.G." monster you control is Destroyed (either by battle or by card effect): You can Special Summon this card from your hand or Graveyard. If Special Summoned from the Graveyard with this effect, banish it when it leaves the field. If this card is sent to the Graveyard: You can add 1 "TG" Spell card from your Deck to your hand. This effect of "T.G. Metal Skeleton" can only be used once per turn. [spoiler=Synchro Monsters]T.G. Wonder MagicianLIGHT/Level 5/1900 ATK/0 DEFSpellcaster/Synchro/Tuner1 "T.G." Tuner + 1 or more non-Tuner monstersWhen a "T.G." monster is Synchro Summoned (including this card): You can target 1 Spell/Trap card on the field; Destroy it. This effect of "T.G. Wonder Magician" can only be used per turn. Level 10 or higher "T.G." Synchro monsters you control can attack twice during your Battle Phase. If this card is used as a Synchro Material for the Synchro Summon of a "T.G." monster, that monster gains this cards effects. If this card on the field is Destroyed (by battle or by card effect) and sent to the Graveyard: You can draw 1 card. Effect Types (in order): Trigger, Continuous, Unspecified, Trigger T.G. Power GladiatorEARTH/Level 5/2300 ATK/1000 DEFWarrior/Synchro/Effect1 "T.G." Tuner + 1 or more non-Tuner monstersWhen a "T.G." monster is Synchro Summoned (including this card): You can target 1 monster on the field; Destroy it. This effect of "T.G. Power Gladiator" can only be used once per turn. "T.G." Synchro monsters you control inflict piercing damage. If this card is used as a Synchro Material for the Synchro Summon of a "T.G." monster, it gains this cards effects. If this card on the field is Destroyed (by battle or by card effect) and sent to the Graveyard: You can add 1 "T.G." monster from your Deck to your hand. Effect Types (in order): Trigger, Continuous, Unspecified, Trigger T.G. Hyper LibrarianDARK/Level 5/2400 ATK/1800 DEFSpellcaster/Synchro/Effect1 "T.G." Tuner + 1 or more non-Tuner monstersWhen a "T.G." monster is Synchro Summoned (including this card): Draw 1 card. This effect of "T.G. Hyper Librarian" can only be used once per turn. If this card is used as a Synchro Material for the Synchro Summon of a "T.G." monster, it gains this cards effects. If this card one the field is Destroyed (by battle or by card effect) and sent to the Graveyard: Target 1 "T.G." monster or "TG" Spell/Trap card in your Graveyard; Shuffle that target into your deck. Effect Types (in order): Trigger, Continuous, Unspecified, Trigger T.G. Recipro DragonflyWIND/Level 2/300 ATK/300 DEFInsect/Synchro/Effect1 "T.G." Tuner + 1 non-Tuner monster.When a "T.G." monster is Synchro Summoned (including this card): Send 1 random card from your opponent's hand to the Graveyard. This effect of "T.G. Recipro Dragonfly" can only be used once per turn. Once per turn: You can send 1 other "T.G." Synchro monster from your field to the Graveyard, then target 1 "T.G." Tuner and 1 "T.G." non-tuner monsters (except the monster sent by this effect); Special Summon those targets, and if you do, you cannot Special Summon monsters for the rest of the turn except "T.G." Monsters. If this card is used as a Synchro Material for the Synchro Summon of a "T.G." monster, it gains this cards effects. Effect Types (in order): Trigger, Ignition, Unspecified T.G. Blade BlasterEARTH/Level 10/3300 ATK/2200 DEFMachine/Synchro/Effect1 "T.G." Synchro Tuner + 1 or more non-Tuner Synchro monstersWhen an opponent's card or effect targets this card: You can send 1 card from your hand to the Graveyard; Negate that card or effect. During your opponent's turn: You can Banish 1 "TG" Spell/Trap card from your Graveyard; Banish this card until your next Standby Phase. If this card on the field is destroyed (either by battle or by card effect): Target 1 "T.G." Tuner monster in your Graveyard; Special Summon that Target. Effect Types (in order): Trigger, Quick, Trigger T.G. Halberd CannonEARTH/Level 12/4000 ATK/4000 DEFMachine/Synchro/Effect1 "T.G." Synchro Tuner + 2 non-Tuner "T.G." Synchro monstersThis card cannot be Special Summoned except by Synchro Summon. This card cannot be targeted by effects. Once per turn, if your opponent would Special Summon a monster(s) or activates a card or effect that would Special Summon a monster(s): You can negate that activation or summon and destroy that card(s). If this card on the field is Destroyed (by battle or by card effect): You can Special Summon 1 "T.G. Blade Blaster" from your Extra Deck or Graveyard. This Special Summon is treated as a Synchro Summon. Effect Types (in order): Condition, Continuous, Trigger Additional Note: Halberd Cannon and Blade Blaster gains the "float" effects of its synchro materials, but will be unable to use them as the gained effects reset upon hitting the Graveyard. [spoiler=Spells]TGX1-HLQuickplay SpellActivate only if you control a "T.G." monster. Send 1 Spell/Trap card on the field to the Graveyard. TGX300Continuous Spell"T.G." monsters you control gain 100 ATK for every "T.G." monster in your Graveyard. If this card is sent from the field to the Graveyard; Target 1 "T.G" monster in your Graveyard; Add that Target to your hand. You can only activate 1 "TGX300" per turn. [spoiler=Trap Cards]TG-SX1Normal TrapActivate only when an opponent's monster is Destroyed (either by battle or by card effect). Target 1 "T.G." Synchro monster in your Graveyard; Special Summon that Target. If this face-down card you control is destroyed by your opponent and sent to the Graveyard: You can set this card on the field. TG1-EM1Normal TrapTarget 1 "T.G." monster you control and 1 monster your opponent controls; Switch control of those Targets. TGX3-DX2Normal TrapTarget 3 "T.G." monsters and/or "TG" Spell/Trap cards in your Graveyard (except TGX3-DX2); Shuffle those Targets into your Deck, and if you do, Draw 2 cards. Only 1 "TGX3-DX2" can be activated per turn. I may have made these vastly OP with these changes, but I hope they are okay, as I made the searching faster, but made it much more restrictive. Also, Halberd Cannon doesn't suck now either.Comments/Suggestions/Help? Link to comment Share on other sites More sharing options...
The Highlander Posted January 17, 2016 Report Share Posted January 17, 2016 Well your "upgrades" include some interesting ideas, though I would buff the spells and traps (except the superior mst).However the Synchro monsters spam their destruction effects too much and the fact the synchro material synchros float, on top of their materials floating, on top of all the advantage they accumulate (librarian and wonder magician are by far more ridiculous than hyper librarian has been and ... gladiator is honestly fine, considering destroying monsters is not as ridiculous as spell/trap removal and draws (considering they all float)) not to mention Halberd sucking all their effects in, being a mass target black horn, alongside a 4k beater which can attack 2 time, while being indestructable and untargetable ... at this point I should propably just stop, considering that would be enough to proof that you took buffing without balancing too serious, but halberd would also still get the on-summon effetcs of his materials ... so he discards another card from the opponents hand, draws another card and msts another card on the field ... so by summoning him you get 2 discards, draws and spell/trap removal.These cards are simply too overpowered ... which is sad considering the concept you wanted to implement held much potential for them to become a very interesting archtype. Link to comment Share on other sites More sharing options...
Slinky Posted January 17, 2016 Author Report Share Posted January 17, 2016 Yeah, I figured I gave Halberd too much power. Maybe I should just forego the "ignoring OPT" and just have it to where it just does piercing/opt immunity + double attacking? Also, you should keep in mind, that the "destruction" "Draws" and "hand removal" are hard OPTs. If the synchro monster lives through the next turn, and you perform another synchro summon, you get those effects again. So it is hardly "spamming" them. And if summoning Halberd/Blade Blaster, those effects will not activate again. Well, halberd would if I didn't remove the "ignore opt" restrictions. (which I'm going to.) Also, to even make Halberd, you'd need to add Drill Fish or Catapult Dragon, which generally aren't that good compared to the rest. Also, upon taking a second look, I noticed Gear Zombie is a lot stronger than I intended it to be. I'll be fixing that shortly. EDIT: Removed the opt ignoring on Halberd Cannon, made Gear Zombie more balanced. EDIT 2: Made the Hard opt more apparant on the synchro monsters, since I worded them to work with Halberd's ignore opt thing. With that gone, I won't need that reword. Link to comment Share on other sites More sharing options...
The Highlander Posted January 17, 2016 Report Share Posted January 17, 2016 Yeah, I figured I gave Halberd too much power. Maybe I should just forego the "ignoring OPT" and just have it to where it just does piercing/opt immunity + double attacking? Also, you should keep in mind, that the "destruction" "Draws" and "hand removal" are hard OPTs. If the synchro monster lives through the next turn, and you perform another synchro summon, you get those effects again. So it is hardly "spamming" them. And if summoning Halberd/Blade Blaster, those effects will not activate again. Well, halberd would if I didn't remove the "ignore opt" restrictions. (which I'm going to.) Also, to even make Halberd, you'd need to add Drill Fish or Catapult Dragon, which generally aren't that good compared to the rest. Also, upon taking a second look, I noticed Gear Zombie is a lot stronger than I intended it to be. I'll be fixing that shortly.The problem is not halberd, the problem are his materials, which add several effects which turn his already good protection into a ridiculous kind of protection, while also being able to attack multiple times like quasar, on top of already being +2s on summon in a deck which would (with your support) already float upon being used as materials.I like Halberds targeting protection, he should have a floating effect to summon a blade blaster from the extra deck upon being destroyed, but that is beside the point.The problem is that the mats get on summon effetcs AND float if being used as synchro material.And the multiple time use I refered to was with halberds clause to do it again. Link to comment Share on other sites More sharing options...
Slinky Posted January 17, 2016 Author Report Share Posted January 17, 2016 Oh whoops. I meant to put the Synchro monsters as "on destruction", instead of "sent from field". Idk how I missed that. Fixed. EDIT: Should be much more balanced now. Seriously don't know how I missed that. And as for the Halberd Cannon summoning Blade Blaster, I thought about that, but decided against it, but now that I removed that opt ignoring, I might be able to add that now. Also going to remove the "opt destruction ignoring" from Hyper Librarian. Link to comment Share on other sites More sharing options...
The Highlander Posted January 17, 2016 Report Share Posted January 17, 2016 Oh whoops. I meant to put the Synchro monsters as "on destruction", instead of "sent from field". Idk how I missed that. Fixed. EDIT: Should be much more balanced now. Seriously don't know how I missed that. And as for the Halberd Cannon summoning Blade Blaster, I thought about that, but decided against it, but now that I removed that opt ignoring, I might be able to add that now. Also going to remove the "opt destruction ignoring" from Hyper Librarian.Well that removes most of the issues, though it is still quite much to put all those bonus effects on halberd cannon, could you at least limit it so they are activation effects, which apply until the opponent's end phase and that one can only have 1 stack 1 added effect at a time ?(the protection against destruction and the double attack clause are alrigth if only 1 is available at a time). Link to comment Share on other sites More sharing options...
Slinky Posted January 17, 2016 Author Report Share Posted January 17, 2016 Halberd can now attack twice and inflict piercing, but has no destruction immunity, but now summons Blade Blaster when Destroyed. Also, ignoring the opt effects of trigger effects it gained from its materials has been removed. Gear Zombie can now only use its revival effect from the graveyard once per duel, but can summon itself from the hand as many times as you want (but once per turn) Protection Effect has been removed from Hyper Librarian. TGX300 and TG-SX1 now have Floatation effects Hyper Librarian, Power Gladiator, and Wonder Magicians have had their floatation effects altered so that they will not trigger if used in a Synchro Summon. Altered Recipro Dragonfly's De-Synchro restriction to allow Special summons of TG monsters instead of only TG synchro monsters. I did it this way before because I was still working on Halberd Cannons effects, and didn't want to create a loop with it. With the opt ignoring thing out of the way, this safeguard is no longer needed. Link to comment Share on other sites More sharing options...
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