Legromorph Posted February 23, 2016 Report Share Posted February 23, 2016 Hi,well i hope you like the Deck idea. Its based on the old Card Mushroomman#2. Can only be Normal or Special Summoned during your Main Phase 2. When this card is Normal or Special summoned: The owner of this card can target 2 empty Monster Card Zones on the field; place 2 Spore Counters on the targeted zones. While you control this card, skip your Main Phase 1. When this card is attacked by a "Mushroom" monster: Your opponent can target 1 non-"Symbio" Spell Card in their Graveyard; add it to their hand. During each End Phase: give the control of this monster to your opponent. When this card is Normal or Special Summoned: The owner of this card can target cards on the field, up to the number of Spore Counters on the Monster Card Zone this card was summoned in; destroy them. You cannot conduct your Battle Phase. During each of your End Phases, switch control of this card to your opponent. You must set Spell Cards before activating them, and they cannot be activated until your next turn. You can discard 1 card from your hand; this turn, you can activate Trap Cards from your hand. During your End Phase: You can send 1 card from your hand to the Graveyard. If you do not, your opponent can draw one card. During your opponents Standby Phase: Switch control of this card to your opponent. You cannot Normal Summon/Set, except with this effect by banishing one card, except a "Mushroom" Monster, from your side of the field. During the End Phase: Send 1 card from your hand to the graveyard or your opponent can draw 1 card. During your Standby Phase: Switch control of this card to your opponent. You can Special Summon this card (from your hand) to 1 empty Monster Card Zone with at least 2 Spore Counters on it. Once per turn: Your opponent can Special Summon one monster from his hand to 1 empty Monster Card Zone with at least 4 Spore Counters on it, but during their next End Phase, they must switch control of it with their opponent. During your End Phase: Send 1 card from your hand to the Graveyard or your opponent can draw one card. During your Standby Phase: switch control of this card to its owner. You can Special Summon this card to an empty Monster Card Zone with at least 2 Spore Counters on it. Your opponent can Normal Summon 1 monster in addition to their Normal Summon/Set, but only during their Main Phase 2 (a player can only gain this effect once per turn). During your End Phase: Send 1 card from your hand to the Graveyard or your opponent can draw one card. During your Standby Phase: Switch control of this card to its original owner. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) to your opponent's side of the field on a Monster Card Zone with at least 5 Spore Counters on it, and cannot be Special Summoned by other ways. This card is unaffected by Spell/Trap cards. During your End Phase: Put this card in the hand of its current controller. During your opponent's Main Phase 1, if this card is in your hand: Reveal it, then tribute 2 monsters, one with more ATK and one with less ATK than this card, or if you cannot, discard all cards in your hand (except this card) and banish this card. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) in defense position by tribute 2 monsters which aren't controlled by his owner. This Card gains ATK equal to the number of Spore Counters on the Monster Zone this card was summoned x500. Target 2 empty Monster Card Zones; Distributing a total of 5 Spore counters on them. You can only activate this effect of "Mushroom#8" once per turn. All "Mushroom" monsters gains ATK equal to the number of Spore Counters on the Monster Zone which they just lie x500. During your Draw Phase, when you draw a "Mushroom" monster: You can Special Summon it to either player's side of the field on one empty Monster Card Zone which has at least 3 Spore Counters on it and remove 2 Spore Counters from that Monster Card Zone. When you draw 1 "Mushroom" or "Symbio" Card: You can reveal it, and if you do, add one "Mushroom" Monster from your Deck to your hand and place 1 Spore Counter on 1 empty Monster Card Zone on the field. During your Main Phase 1, you can switch control of 1 "Mushroom" monster you control with your opponent, but it must be placed on a Monster Card Zone with at least 1 Spore Counter on it. Remove 2 Spore Counters from empty Monster Card Zones on the field; Special Summon 1 Mushroom Monster from your hand or Deck. When a "Mushroom" monster on your side on the field is destroyed by battle or by card effect: You can draw 1 card and place Spore counter in height of the level of the destroyed monster on empty Monster Card Zones. At the begin of the BattlePhase you can target up to 2 "Mushroom"-Monster(s) and put it/them until the end of the BatllePhase on 1/2 free Monsterzone(s) with min. 1 "Spore"-Counter on it and remove one"Spore" When a monster would be summoned to a Monster Card Zone which has at least 3 Spore Counters on it: Negate that summon, and if you do, banish that Monster, then remove 2 Spore Counters from the Monster Card Zone it would have been summoned in. Link to comment Share on other sites More sharing options...
Snatch Steal Posted February 23, 2016 Report Share Posted February 23, 2016 AYY LMAOremember that it's good ettiequte to give likes to reviews Mushroom #1Can only be Normal or Special Summoned during your Main Phase 2. When this card is Normal or Special summoned: The owner of this card can target 2 empty Monster Card Zones on the field; place 2 Spore Counters on the targeted zones. While you control this card, skip your Main Phase 1. When this card is attacked by a "Mushroom" monster: Your opponent can target 1 non-"Symbio" Spell Card in their Graveyard; add it to their hand. During each End Phase: give the control of this monster to your opponent. Well, forcing your opponent to skip their Main Phase 1 is interesting. I'm not sure what the benefit of having your opponent add cards to their hand is, but I suppose you won't be attacking them while they control it.Keep in mind that each turn phase and card types are separate words. Mushroom #2When this card is Normal or Special Summoned: The owner of this card can target cards on the field, up to the number of Spore Counters on the Monster Card Zone this card was summoned in; destroy them. You cannot conduct your Battle Phase. During each of your End Phases, switch control of this card to your opponent. This seems like a good field clearer. I don't like the Senet Switch style, since most people completely ignore zone placement and move cards from their zones to make things symmetrical (me).I'm also quite certain it's impossible to put Counters on unused card zones. At least it's creative. Mushroom #3You must set Spell Cards before activating them, and they cannot be activated until your next turn. You can discard 1 card from your hand; this turn, you can activate Trap Cards from your hand. During your End Phase: You can send 1 card from your hand to the Graveyard. If you do not, your opponent can draw one card. At the begin of your Standby Phase: Switch the control of this card to its original owner. Uh, not sure what use this card has. Makyura on the discard is nice and all, but Anti-Spell Fragrancing yourself sucks. Also, it doesn't stick around to mess up your opponent. Mushroom #4You cannot Normal Summon/Set, except with this effect by banishing one card, except a "Mushroom" Monster, from your side of the field. During the End Phase: Send 1 card from your hand to the graveyard or your opponent can draw 1 card. During your Standby Phase: Switch control of this card to your opponent. This has the same repercussions as #3, except even more difficult to use. Again, not sure what benefit this has to you. Mushroom #5You can Special Summon this card (from your hand) to 1 empty Monster Card Zone with at least 2 Spore Counters on it. Once per turn: Your opponent can Special Summon one monster from his hand to 1 empty Monster Card Zone with at least 4 Spore Counters on it, but during their next End Phase, they must switch control of it with their opponent. During your End Phase: Send 1 card from your hand to the Graveyard or your opponent can draw one card. During your Standby Phase: switch control of this card to its owner. I guess this is one of the bosses. Seems kind of strong, but plusing your opponent only hurts you. If you manage to get out your 4 spore counters, great for you, but that's kind of farfetched considering only one monster can even put them out. Mushroom #6You can Special Summon this card to an empty Monster Card Zone with at least 2 Spore Counters on it. Your opponent can Normal Summon 1 monster in addition to their Normal Summon/Set, but only during their Main Phase 2 (a player can only gain this effect once per turn). During your End Phase: Send 1 card from your hand to the Graveyard or your opponent can draw one card. During your Standby Phase: Switch control of this card to its original owner. Mushroom #7Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) to your opponent's side of the field on a Monster Card Zone with at least 5 Spore Counters on it, and cannot be Special Summoned by other ways. This card is unaffected by Spell/Trap cards. During your End Phase: Put this card in the hand of its current controller. During your opponent's Main Phase 1, if this card is in your hand: Reveal it, then tribute 2 monsters, one with more ATK and one with less ATK than this card, or if you cannot, discard all cards in your hand (except this card). ...well, this basically breaks the game for the opponent in some situations. I can just imagine this being the new Yata Garasu. Pretty much lock your opponent from gaining hand advantage no matter what. Good thing monarchs exist and this has a tough summoning condition. lol Symbiotic TreeAll "Mushroom" monsters gain ATK equal to the number of Spore Counters on the field x500. During your Draw Phase, when you draw a "Mushroom" monster: You can Special Summon it to either player's side of the field on one empty Monster Card Zone which has at least 3 Spore Counters on it and remove 2 Spore Counters from that Monster Card Zone. I changed this one around a bit, since it's easier to just say half the amount, all the spore counters. You also can't special summon a monster to both sides of the field without cutting it in half. with scissors. Also, you don't need hyphens after an Archetype name, and there are no "quotation marks" around counter names. Symbiotic WeaveWhen you draw 1 "Mushroom" or "Symbio" Card: You can reveal it, and if you do, add one "Mushroom" Monster from your Deck to your hand and place 1 Spore Counter on 1 empty Monster Card Zone on the field. During your Main Phase 1, you can switch control of 1 "Mushroom" monster you control with your opponent, but it must be placed on a Monster Card Zone with at least 1 Spore Counter on it. Honestly, this has no reason to negate itself. Symbiotic AntRemove 2 Spore Counters from empty Monster Card Zones on the field; Special Summon 1 Mushroom Monster from your hand or Deck. Obvious changes are obvious. Adding more complex words to it to make the deck more difficult to play don't make it better. I'd rather run the 3-ofs than run 1-2-ofs and get lucky and win with 2 summoned monsters. EctosymbiosisWhen a "Mushroom" monster on your side on the field is destroyed by battle or by card effect: You can draw 1 card. No cycling through 7 cards in 1 turn pls EndosymbiosisAt the start of the Battle Phase: you can target up to 2 "Mushroom" Monster(s) and put it/them until the end of the BatllePhase on 1/2 free Monsterzone(s) with min. 1 "Spore"-Counter on it and remove one"Spore" This card is not needed at all. Endosymbiotic CrushWhen a monster would be summoned to a Monster Card Zone which has at least 3 Spore Counters on it: Negate that summon, and if you do, banish that Monster, then remove 2 Spore Counters from the Monster Card Zone it would have been summoned in. Sounds standard, but it should be a counter trap, as far as I'm concerned.There you go. Link to comment Share on other sites More sharing options...
Dokutah Posted February 24, 2016 Report Share Posted February 24, 2016 1)placing counters on empty zone is unheard of. even if i like to experimenting with effects like crazy, is logically impossible to do so as there no object to placed 2) i see card frames...where are the picture? 3) on the other hand despite having problem with card wording my self most of these card aside from its gimmick is heavily burdened with Grammar issue making the judging even harder all in all the sense on these cards is non-exitstant Link to comment Share on other sites More sharing options...
Legromorph Posted February 24, 2016 Author Report Share Posted February 24, 2016 AYY LMAOremember that it's good ettiequte to give likes to reviews Mushroom #1Can only be Normal or Special Summoned during your Main Phase 2. When this card is Normal or Special summoned: The owner of this card can target 2 empty Monster Card Zones on the field; place 2 Spore Counters on the targeted zones. While you control this card, skip your Main Phase 1. When this card is attacked by a "Mushroom" monster: Your opponent can target 1 non-"Symbio" Spell Card in their Graveyard; add it to their hand. During each End Phase: give the control of this monster to your opponent. Well, forcing your opponent to skip their Main Phase 1 is interesting. I'm not sure what the benefit of having your opponent add cards to their hand is, but I suppose you won't be attacking them while they control it.Keep in mind that each turn phase and card types are separate words. Mushroom #2When this card is Normal or Special Summoned: The owner of this card can target cards on the field, up to the number of Spore Counters on the Monster Card Zone this card was summoned in; destroy them. You cannot conduct your Battle Phase. During each of your End Phases, switch control of this card to your opponent. This seems like a good field clearer. I don't like the Senet Switch style, since most people completely ignore zone placement and move cards from their zones to make things symmetrical (me).I'm also quite certain it's impossible to put Counters on unused card zones. At least it's creative. Mushroom #3You must set Spell Cards before activating them, and they cannot be activated until your next turn. You can discard 1 card from your hand; this turn, you can activate Trap Cards from your hand. During your End Phase: You can send 1 card from your hand to the Graveyard. If you do not, your opponent can draw one card. At the begin of your Standby Phase: Switch the control of this card to its original owner. Uh, not sure what use this card has. Makyura on the discard is nice and all, but Anti-Spell Fragrancing yourself sucks. Also, it doesn't stick around to mess up your opponent. Mushroom #4You cannot Normal Summon/Set, except with this effect by banishing one card, except a "Mushroom" Monster, from your side of the field. During the End Phase: Send 1 card from your hand to the graveyard or your opponent can draw 1 card. During your Standby Phase: Switch control of this card to your opponent. This has the same repercussions as #3, except even more difficult to use. Again, not sure what benefit this has to you. Mushroom #5You can Special Summon this card (from your hand) to 1 empty Monster Card Zone with at least 2 Spore Counters on it. Once per turn: Your opponent can Special Summon one monster from his hand to 1 empty Monster Card Zone with at least 4 Spore Counters on it, but during their next End Phase, they must switch control of it with their opponent. During your End Phase: Send 1 card from your hand to the Graveyard or your opponent can draw one card. During your Standby Phase: switch control of this card to its owner. I guess this is one of the bosses. Seems kind of strong, but plusing your opponent only hurts you. If you manage to get out your 4 spore counters, great for you, but that's kind of farfetched considering only one monster can even put them out. Mushroom #6You can Special Summon this card to an empty Monster Card Zone with at least 2 Spore Counters on it. Your opponent can Normal Summon 1 monster in addition to their Normal Summon/Set, but only during their Main Phase 2 (a player can only gain this effect once per turn). During your End Phase: Send 1 card from your hand to the Graveyard or your opponent can draw one card. During your Standby Phase: Switch control of this card to its original owner. Mushroom #7Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) to your opponent's side of the field on a Monster Card Zone with at least 5 Spore Counters on it, and cannot be Special Summoned by other ways. This card is unaffected by Spell/Trap cards. During your End Phase: Put this card in the hand of its current controller. During your opponent's Main Phase 1, if this card is in your hand: Reveal it, then tribute 2 monsters, one with more ATK and one with less ATK than this card, or if you cannot, discard all cards in your hand (except this card). ...well, this basically breaks the game for the opponent in some situations. I can just imagine this being the new Yata Garasu. Pretty much lock your opponent from gaining hand advantage no matter what. Good thing monarchs exist and this has a tough summoning condition. lol Symbiotic TreeAll "Mushroom" monsters gain ATK equal to the number of Spore Counters on the field x500. During your Draw Phase, when you draw a "Mushroom" monster: You can Special Summon it to either player's side of the field on one empty Monster Card Zone which has at least 3 Spore Counters on it and remove 2 Spore Counters from that Monster Card Zone. I changed this one around a bit, since it's easier to just say half the amount, all the spore counters. You also can't special summon a monster to both sides of the field without cutting it in half. with scissors. Also, you don't need hyphens after an Archetype name, and there are no "quotation marks" around counter names. Symbiotic WeaveWhen you draw 1 "Mushroom" or "Symbio" Card: You can reveal it, and if you do, add one "Mushroom" Monster from your Deck to your hand and place 1 Spore Counter on 1 empty Monster Card Zone on the field. During your Main Phase 1, you can switch control of 1 "Mushroom" monster you control with your opponent, but it must be placed on a Monster Card Zone with at least 1 Spore Counter on it. Honestly, this has no reason to negate itself. Symbiotic AntRemove 2 Spore Counters from empty Monster Card Zones on the field; Special Summon 1 Mushroom Monster from your hand or Deck. Obvious changes are obvious. Adding more complex words to it to make the deck more difficult to play don't make it better. I'd rather run the 3-ofs than run 1-2-ofs and get lucky and win with 2 summoned monsters. EctosymbiosisWhen a "Mushroom" monster on your side on the field is destroyed by battle or by card effect: You can draw 1 card. No cycling through 7 cards in 1 turn pls EndosymbiosisAt the start of the Battle Phase: you can target up to 2 "Mushroom" Monster(s) and put it/them until the end of the BatllePhase on 1/2 free Monsterzone(s) with min. 1 "Spore"-Counter on it and remove one"Spore" This card is not needed at all. Endosymbiotic CrushWhen a monster would be summoned to a Monster Card Zone which has at least 3 Spore Counters on it: Negate that summon, and if you do, banish that Monster, then remove 2 Spore Counters from the Monster Card Zone it would have been summoned in. Sounds standard, but it should be a counter trap, as far as I'm concerned.There you go. So first of all thanks alot!!!Second: where it says that can not place counters on empty Monster zones?? Yes the last trap should be a countertrap but i did it wrong.And well the draw aspect was too much. I agree.Mushroom#7 well i want to say that your opponent must discard all his cards and than mushroom#7 gets back too his owners hand. i think thats better. With M#3 / M#4 you want it summon on the opponents field with your spell cards. And stall your opponent with no spell and no normal summon. But i thought that would be too strong so i decide that he can play but he must banish one card from his field (spell/Traps included). This makes the effect less stronger but your opponent has the chance to do anything in his turn. Althought M#5/M#6 are the ones that you can special summon on the opponent side of the field too gain really nice effects (Special and 2xnormal) but if u special it on your side of the field your opponent is stalled again but you didnt have the nice effects. (M#5/M#6 switch in any End Phase). In addition it isnt allowed to switch your mosters to other monsterzones without by an effect! Thats a rule maked by Konami. But all in all thanks for your support and help! @Apoqliphot X Eldrazi 1) where it says that one can not place counters on Monster Zones?2) I think its easier to read the effects on a card and i didnt find any good pics with Mushrooms on it. And i am ver bad in gimp or drawing.3) I live in germany and thats why my english is such bad as you see. Excuse me. 4) Can you make your Point? I think it have enought specialing, enought destroying and enought stalling to get your fieldspell to get ATK as well. Link to comment Share on other sites More sharing options...
Dokutah Posted February 25, 2016 Report Share Posted February 25, 2016 there no rule that specify that counter can be placed in empty zone, its more like a common sense that counters is treated as object that inherently need to be along side of other object to be able to function or existing just like equip card to monster or Xyz material. to Xyz Monster. of course there also argument about "unless its specify otherwise..." but most of the time in consideration of potential (in dangerous way) and on going game logic (that can be confusing and imbalance) i suggest to back to basic. don't get me wrong though this by no means to stopping your creativity...but with Advance Multiple forum in mind, most of critic will be towards the realism of the cards. even the craziest effects you can find in this section of forum is based on copy paste of real cards or a through thinking of possible card mechanic that can be procure from common sense of function and result i do really want to properly comment on the card since the theme is kinda cool but i kinda careful with this much of grammar gap in terms of understanding the card as whole and in conjunction of that the suggestion of change, since i rarely like to change the card much even if its to make it better the closest possible way that i can visualize that instead of counter manipulation on card zones is counter manipulation of on cards like Cloudian or Kaiju which bring us to this: if you still wanna utilize counter to indirectly affects cards without placing the counter directly on it you can make the counter to be placed in some where else that still on the same AoE as medium you put the counter of...how you say? well in yugioh mechanic we have Senet playstyle (look it on wikia) that mention zones and columns. as you can placed the counter like let's say opponent face-up spell/trap and then by the effect applied continuously of mushroom you control (like Aliens) or by forcing the targeted card to gain certain effect regarding counter it placed you can word the effect to apply to monster on the same columns as spell/trap you placed counter on. this also adding more stake to opponent as now their backrow presence is part of the treat i see that these monsters have tendency to be switch side during end phase its a nice nod to that one mushroom guy (kinda forget its name sadly). but even with negative effects slapped on them i can't get over the fact that half of the member (mushroom 1 through 4) is basically free material for your opponent . in fixes i like to slap duston anti material effect to be consider. Link to comment Share on other sites More sharing options...
Legromorph Posted February 25, 2016 Author Report Share Posted February 25, 2016 there no rule that specify that counter can be placed in empty zone, its more like a common sense that counters is treated as object that inherently need to be along side of other object to be able to function or existing just like equip card to monster or Xyz material. to Xyz Monster. of course the also argument about "unless its specify otherwise..." but most of the time in consideration of potential (in dangerous way) and on going game logic (that can be confusing and imbalance) i suggest to back to basic. don't get me wrong though this by no means to stopping your creativity...but with Advance Multiple forum in mind, most of critic will be towards the realism of the cards. even the craziest effects you can find in this section of forum is based on copy paste of real cards or a through thinking of possible card mechanic that can be procure from common sense of function and result i do really want to properly comment on the card since the theme is kinda cool but i kinda careful with this much of grammar gap in terms of understanding the card as whole and in conjunction of that the suggestion of change, since i rarely like to change the card much even if its to make it better the closest possible way that i can visualize that instead of counter manipulation on card zones is counter manipulation of on cards like Cloudian or Kaiju which bring us to this: if you still wanna utilize counter to indirectly affects cards without placing the counter directly on it you can make the counter to be placed in some where else that still on the same AoE as medium you put the counter of...how you say? well in yugioh mechanic we have Senet playstyle (look it on wikia) that mention zones and columns. as you can placed the counter like let's say opponent face-up spell/trap and then by the effect applied continuously of mushroom you control (like Aliens) or by forcing the targeted card to gain certain effect regarding counter it placed you can word the effect to apply to monster on the same columns as spell/trap you placed counter on. this also adding more stake to opponent as now their backrow presence is part of the treat i see that these monsters have tendency to be switch side during end phase its a nice nod to that one mushroom guy (kinda forget its name sadly). but even with negative effects slapped on them i can't get over the fact that half of the member (mushroom 1 through 4) is basically free material for your opponent . in fixes i like to slap duston anti material effect to be consider.Ok now i understand your point. I think i will proof this deck and change the spore counter effect. I think i have another idea. In addition the idea of this deck was symbiotic. Symbiotic is a meger of 2 sites (You/opponent) both sides gains positives effects but only each one will be better than the other one. Ex: An ant defends a tree to get its blossoms. But the ant doesnt want to defend the tree theire only want the blossoms. Like the tree: he do not want give the ants its blossoms. he only exists because the ants defends the tree. So the point is that your opponent get good effects but he get more bad effects when he has the monsters. That was the hole idea of this deck. Maybe you have anotehr ideas to make this deck competitiver and even more realisticer. the last I want to say thank you again that you made for yourselves as much trouble ^^ Link to comment Share on other sites More sharing options...
Dokutah Posted February 26, 2016 Report Share Posted February 26, 2016 no probs i'm just another member of site that also trying to be good can't make fixes that 100% competitive for various reason that including: originality of the creator origin, i'm not very competitive by nature (more of fun way to win than sure way), and possible fact that i'm on progress of something similar to yours (can't tell all my secret LOL) i kinda grasp the idea that you plan to utilize a widespread counter even to opponent side of field which again your blueprint will be how cloudian work. which in return since opponent field presence become part of your advantage its make your opponent think twice before deploying more cards but if you want your archetype to be competitive you much reduce how much you rely on opponent (kinda ironic isn't it) some of good example of deck that partially rely on opponent without sacrificing its consistency and speed is Yang Zing and PsyFrame on the other hand i understand that phase skipping its suppose to punish your opponent more (which is kinda almost OP if not because these monster its so gimmicky) at the moment you your monster switch side but in deck that already a bit slow due to being slightly opponent reliant this effect is a double edge sword that further slow your set up. is suggest if you want to still have this effect you can tone it down and become slightly more exclusive to punish your opponent only rather than also slow you down (don't fear Counter Cleaner, its way to gimmicky to use) (sorry for the major edit on the review here where several factor to this but i obviously can't keep most of promises) Link to comment Share on other sites More sharing options...
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