ChampionZero Posted May 23, 2016 Report Share Posted May 23, 2016 [spoiler=MD MONSTERS]Nightmare WolfLevel 4DARK/Fiend-Type/Effect(This card is treated as a "Nightmare Fuel" card at all times.)When this monster attacks, you can target one face-up Level 4 Fiend-type monster you control: This monster gains ATK equal to that monster's original ATK. The targeted monster cannot attack the turn you activate this effect.ATK: 1800DEF: 1000 Nightmare GardnaLevel 4DARK/Fiend-Type/Effect(This card is treated as a "Nightmare Fuel" card at all times.)Cannot be destroyed by battle or card effects while you control another Level 4 Fiend-Type monster.ATK: 1000DEF: 2000 Nightmare WingLevel 4DARK/Fiend-Type/Effect(This card is treated as a "Nightmare Fuel" card at all times.)Once per turn, you can discard one Level 4 Fiend-type monster from your hand to the graveyard: This card can attack directly.ATK: 1200DEF: 800 Nightmare AntLevel 4DARK/Fiend-Type/Effect(This card is treated as a "Nightmare Fuel" card at all times.)You can Tribute this monster: Special Summon up to 3 Level 4 Fiend-Type monsters from your Graveyard, in face-up Defense Position. You cannot Special Summon the turn you activate this card, except by this card's effect. You can only activate this effect of "Nightmare Ant" once per turn.ATK: 800DEF: 1000 [spoiler=ED MONSTERS]Nightmare Engine SelachosRank 6DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effect:When this monster attacks: you can pay 800 Life-Points; this monster gains 1000 ATK.ATK: 2500DEF: 0 Nightmare Engine ArachneRank 6DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effect: ATK: 2500DEF: 0 Nightmare Engine PyrosRank 6DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effect: ATK: 2500DEF: 0 Nightmare Engine ClaustrosRank 6DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effect: ATK: 2500DEF: 0 Nightmare Engine CatoptrosRank 6DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effect:When this monster battles, you can Detach one Xyz Material; this monster cannot be destroyed by battle or card effects, also any battle damage you would take this turn is dealt to your opponent instead.ATK: 100DEF: 0 Nightmare Engine SiderodromosRank 9DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "High-Octane Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effect:Once per turn, when a Fiend-Type monster you control attacks an opponent's monster, you can pay 800 Life-Points; negate the attack and destroy every monster your opponent controls, and if you do, the Battle Phase ends.ATK: 3000DEF: 0 Nightmare Engine XyrosRank 9DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "High-Octane Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effect:When this monster deals battle damage, you can pay 800 Life Points; this monster can attack your opponent's monsters once again.ATK: 3000DEF: 0 Nightmare Engine MegalosRank 9DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "High-Octane Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effects: ATK: 3000DEF: 0 Nightmare Engine ApeirosRank 12DARK/Machine-Type/XyzThis monster must be Special Summoned by the effect of "High-Octane Nightmare Fuel" and cannot be Summoned by other ways. This monster counts as a Fiend-Type while on the field or in the Graveyard. While a "Nightmare Fuel" card is attached to this monster as an Xyz Material, it gains the following effects: Unaffected by your opponent's card effects.When you pay Life Points to activate the effect of a Fiend-Type monster, you gain Life-points equal to the life points you paid.ATK: 4000ATK: 0 [spoiler=SPELLS]Nightmare FuelSpellTarget one Fiend-Type monster you control: Special Summon one "Nightmare Engine" Xyz Monster from your Extra Deck or Graveyard using the targeted monster as Xyz Material (This is counted as an Xyz Summon. Xyz Materials attached to the Targeted Monster are attached to the Summoned Monster) and attach this card to it as Xyz Material. When you draw a card(s), (outside of your Draw Phase) you can add this card from your Graveyard to your hand. You can only activate 1 "Nightmare Fuel" per turn. High-Octane Nightmare FuelSpellTarget one Fiend-Type Xyz Monster you control: Special Summon one "Nightmare Engine" Xyz Monster three Ranks higher, from your Extra Deck, using the targeted monster as Xyz Material (This is counted as an Xyz Summon. Xyz Materials attached to the Targeted Monster are attached to the Summoned Monster) and attach this card to it as Xyz Material. You can only activate 1 "High-Octane Nightmare Fuel" per turn. Lucid NightmareField SpellDuring the End Phase, if you took battle damage or paid life-points to activate a monster effect this turn: Gain Life Points equal to the Life Points lost. When a face-up Fiend-Type Xyz Monster you control is targeted for an attack by an opponent's monster whose ATK is higher than your Life Points: You can send this card to the Graveyard; negate the attack, and if you do, it becomes the End Phase of this turn. Once per turn, while this card is in your graveyard, but not the same turn it was sent there: you can pay 800 Life Points; add one "Nightmare Fuel" card from your deck to your hand. [spoiler=TRAPS]Night TerrorTrapSpecial Summon this card as an Effect Monster (Fiend-Type/DARK/Level 4/ATK 2000 DEF 0) (This card is still counted as a Trap card. Cannot attack. When this monster deals battle damage, you gain Life-Points equal to the damage dealt.) Link to comment Share on other sites More sharing options...
ChampionZero Posted May 24, 2016 Author Report Share Posted May 24, 2016 Bump! Link to comment Share on other sites More sharing options...
Grand Magus Posted May 24, 2016 Report Share Posted May 24, 2016 The Nightmare Engines are bad. The are 10 of them and for some reason, half of them just change their ATK. Arachne and Trypanos are useless. Megalos is bad because Apeiros has the same summoning conditions and ATK and has a better effect. Both Nightmare Fuels are bad. They're pseudo-RUMs that tribute monsters. Is there any reason for tributing the monster instead of using it as a material? None of the Nightmare Engines have effects that activate in the Graveyard, so I don't see any reason for them to tribute. High-Octane's Battle Phase restriction isn't needed at all, and Nightmare Fuel's Graveyard effect sacrifice's your turn's Draw, which is something you don't want to lose while using this archetype. Lucid Nightmare can search them once per duel, but beside that, there is no reason to run it. The Weapons don't do enough. They are all a -1 and don't do anything to advanced your game state. Getting out a Nightmare Engine is a -1 on its own, so you'd be losing at least 2 cards if you decide to use any of them. They would be passable if they had some Graveyard effect. The traps are just awful. Hypnagog Jolt is a worse Magic Cylinder. Hypnopomp Jolt is a worse Dark Illusion, and should be a Counter Trap. Sleepwalker is useless because this archetype doesn't revolve around Life Point manipulation, and you gain nothing from having more LP than your opponent. Sleep Paralysis is a worse Windstorm of Etaqua, and has no business being a Counter Trap. But really, the worst part of the archetype is that they don't have any main deck monsters. It has to rely on another archetype to work, and there's no reason to main these cards in a Fiend deck because they don't add anything to the deck. Most of the monsters aren't worth summoning, and the one that is needs to be summoned by a card that needs one of hte other monsters. Sorry if I seemed harsh, but this archetype is pretty bad. Link to comment Share on other sites More sharing options...
ChampionZero Posted May 25, 2016 Author Report Share Posted May 25, 2016 Harsh is a generous adjective. OK, thank you for pointing out the flaws, but can I suggest that you say things like that more constructively by any chance? I mean yeah, I am gonna fix ALL of that, but still. Link to comment Share on other sites More sharing options...
Grand Magus Posted May 25, 2016 Report Share Posted May 25, 2016 Harsh is a generous adjective. OK, thank you for pointing out the flaws, but can I suggest that you say things like that more constructively by any chance? I mean yeah, I am gonna fix ALL of that, but still. More constructively? Link to comment Share on other sites More sharing options...
ChampionZero Posted May 25, 2016 Author Report Share Posted May 25, 2016 Never mind. Link to comment Share on other sites More sharing options...
ChampionZero Posted June 3, 2016 Author Report Share Posted June 3, 2016 Bump! I totally retooled the archetype. I just need to know what I've got to do to make this as great as it can be. Link to comment Share on other sites More sharing options...
cardgameking Posted June 5, 2016 Report Share Posted June 5, 2016 The trap is silly. It is something that makes no sense in the game, where the current ceiling for Trap monster attack is what, 1900? And for level 4s (Barring Cubic), something like 2300 with a negative effect? And I wouldn't call what he has a negative effect. Well, at least you can MST the guy, right? Oh, wait he isn't treated as a trap card, never mind. Saying that a card would 'probably be limited' just smacks of bad card design, as if you're saying that 'Yeah, I'll make a really disproportionately strong card and defend the decision by saying it would be limited!' The card is just a bad idea, really.The spells are... weird. Lucid Nightmare's Field effect vary between really annoying (making anything besides a OTK completely pointless, and letting you play cards like the Solemn traps and Lullaby of Obedience without any worries) and pointless (Battle negation... yay?). The infinite search effect however, once it reaches the graveyard, is worrying, but the how much do you actually need it? Nightmare Fuel can recycle itself and High-Octane Nightmare Fuel is... something alright.The Nightmare Engines themselves are weird. You've ones that are fair, like Selachos attacking as a pseudo-Utopia the Lightning by boosting over stuff and Siderodromos, whose seemingly powerful effect is justified by the effort you need to put in to summon it, similar to Apeiros . Then you've ones that are just bad, Pyros, Catoptros, Megalos and Arachne are put in this category. Pyros's effect, even with the noticeable lack of OPT clause just isn't worth it, thanks to how much S/T removal there is and the decreasing amount of backrow. If you wanted to do battle damage bak at them, Lion Heart does is way better then Catoptros does, and at less investment. Megalos's effect, again, just in't relative thanks to how much effect removal exists, or just because UTL beats over it. Arachne suffers from the same fate as Megalos, minus the part about UTL. Next, you've the Nightmare Engines that are just broken. Claustros is the sort of card that can never be good for the game, as it decreases player interaction and lets you play fearless of the opposing backrow. Xyros needs to have a 'once' inserted into that effect somewhere to avoid being broken.The maindeck monsters are mostly pack-filler standards, bar for one or two. All the Nightmare Engines need the Fuels to be summoned, right? And the Fuels attach afterwards, right? Unless I'm mistaken, none of them actually have detach effects, right? So, how is the treated as a Nightmare Fuel thing in anyway relevant at all? Nightmare Wing is a OTK kill machine, which Dark Worlds would love, letting you get Fiends in the graveyard (e.g. D/D/D Great Wise Chaos King Apocalypse) for easy revival and easy damage. Oh look, Wyvern is infinitely recurring, thanks to the lack of OPT! Oh, and it is a really good beater as well? Nice! Wyvern is broken cause it'll just act as fodder to enable really long combos by being able to keep coming at a silly low cost, having an alright level for Synchro monster and a great level for Xyz monsters, decent typing and attribute and stats that just don't make sense. But even he pales in comparison to the unholy nightmare that is Nightmare Ant. No OPT, or special Summon restriction means that you'll be doing a lot of combos with this thing. Block Golem was your inspiration I'm guessing, but he gets by on the fact Rock-types are meh and attribute restriction. Fiend-types are a much stronger type at the moment, you can summon more of them and you can play other monsters as well. Not good.I was going to lengthen this further with a piece on how these would interact with some other existing decks, but then realised how long this review was. Anyway, I hope I don't offend and good luck on these cards. The premise is certainly very interesting. Link to comment Share on other sites More sharing options...
ChampionZero Posted June 6, 2016 Author Report Share Posted June 6, 2016 OK, look. This little remark here at the bottom: I was going to lengthen this further with a piece on how these would interact with some other existing decks, but then realised how long this review was. Anyway, I hope I don't offend and good luck on these cards. The premise is certainly very interesting. Doesn't do jack-sheet when you lead out with THIS, The trap is silly. It is something that makes no sense in the game, where the current ceiling for Trap monster attack is what, 1900? And for level 4s (Barring Cubic), something like 2300 with a negative effect? And I wouldn't call what he has a negative effect. Well, at least you can MST the guy, right? Oh, wait he isn't treated as a trap card, never mind. Saying that a card would 'probably be limited' just smacks of bad card design, as if you're saying that 'Yeah, I'll make a really disproportionately strong card and defend the decision by saying it would be limited!' The card is just a bad idea, really.The spells are... weird. Lucid Nightmare's Field effect vary between really annoying (making anything besides a OTK completely pointless, and letting you play cards like the Solemn traps and Lullaby of Obedience without any worries) and pointless (Battle negation... yay?). The infinite search effect however, once it reaches the graveyard, is worrying, but the how much do you actually need it? Nightmare Fuel can recycle itself and High-Octane Nightmare Fuel is... something alright.The Nightmare Engines themselves are weird. You've ones that are fair, like Selachos attacking as a pseudo-Utopia the Lightning by boosting over stuff and Siderodromos, whose seemingly powerful effect is justified by the effort you need to put in to summon it, similar to Apeiros . Then you've ones that are just bad, Pyros, Catoptros, Megalos and Arachne are put in this category. Pyros's effect, even with the noticeable lack of OPT clause just isn't worth it, thanks to how much S/T removal there is and the decreasing amount of backrow. If you wanted to do battle damage bak at them, Lion Heart does is way better then Catoptros does, and at less investment. Megalos's effect, again, just in't relative thanks to how much effect removal exists, or just because UTL beats over it. Arachne suffers from the same fate as Megalos, minus the part about UTL. Next, you've the Nightmare Engines that are just broken. Claustros is the sort of card that can never be good for the game, as it decreases player interaction and lets you play fearless of the opposing backrow. Xyros needs to have a 'once' inserted into that effect somewhere to avoid being broken.The maindeck monsters are mostly pack-filler standards, bar for one or two. All the Nightmare Engines need the Fuels to be summoned, right? And the Fuels attach afterwards, right? Unless I'm mistaken, none of them actually have detach effects, right? So, how is the treated as a Nightmare Fuel thing in anyway relevant at all? Nightmare Wing is a OTK kill machine, which Dark Worlds would love, letting you get Fiends in the graveyard (e.g. D/D/D Great Wise Chaos King Apocalypse) for easy revival and easy damage. Oh look, Wyvern is infinitely recurring, thanks to the lack of OPT! Oh, and it is a really good beater as well? Nice! Wyvern is broken cause it'll just act as fodder to enable really long combos by being able to keep coming at a silly low cost, having an alright level for Synchro monster and a great level for Xyz monsters, decent typing and attribute and stats that just don't make sense. But even he pales in comparison to the unholy nightmare that is Nightmare Ant. No OPT, or special Summon restriction means that you'll be doing a lot of combos with this thing. Block Golem was your inspiration I'm guessing, but he gets by on the fact Rock-types are meh and attribute restriction. Fiend-types are a much stronger type at the moment, you can summon more of them and you can play other monsters as well. Not good. A completely unhelpful wall of text that doesn't even TRY to do what I asked, which was help me make this good. I'm trying to make this work based off of what you guys say I'm doing "wrong" rather than any sort of suggestion on what would be "right", so it's kinda sheet right now, and I get that! But if you really think it's an interesting premise, try being helpful, because right now everything you said was condescending and even a little hurtful considering the time that I'm putting into this, time I don't really have. Link to comment Share on other sites More sharing options...
cardgameking Posted June 6, 2016 Report Share Posted June 6, 2016 This is why I normally don't do reviews, but from what I've seen of you, you're a nice guy so I said 'Why not?'Anyway, I'll be honest, people in general need to learn what not to do before before learning what to do. I'm sorry I offended you, but still. Some of these cards just raised my eyebrow about how you could consider them balanced, particularly in the main deck monster section. I didn't realise while doing my first review the field spell could search them as well, which is really awkward considering the massive power level some of them possess.The closest equivalent to Wyvern for example is Performage Trick Clown, who has a higher cost, reduces attack, needs to be sent to the graveyard first and can only use the effect for the graveyard, in addition to having a hard OPT clause. As such, Wyvern will need stuff like that to come anything close to being balanced. Wolf is kinda fair, though considering what D/D can get up to, dangerous but not alarmingly so and needs no major change, except perhaps a restriction on the level of the targeted monster or something to lessen the utility as it functions as an even cheaper Fiend-type pseudo-alt to UTL. Gardna just isn't good, as battle isn't as important nowadays for killing stuff. If you want to create a wall monster, give it targeting immunity or all destruction immunity, but battle is really underwhelming. Wing is dangerous because it can end games really easily by discarding a 2.5K or more beater early on, as well as getting a Fiend in the graveyard where a lot of them like to be.Ant is hard to justify. One of the current game's most powerful decks is Burning Abyss, which uses Fiend-type (who would also appreciate their effects being negated by the way, as they blow up if you control a non-Burning Abyss monster) to do Rank 3 spam. The fact it lacks a OPT clause or even a special summon restriction like Ties of the Brethren make it very abusable. It'll need either a OPT clause and some other restriction, or a Special Summon restriction to avoid busting the game, and even then would remain a powerful card. Night Terror is more principle than anything. Making cards with intention to limit them seems like a negative mindset to me, though the way I said it earlier was just rude, and how much stronger it is then every other lvl 4 in the game is silly. Most level 4s or lower that exceed the 1950 mark are either Normal monster, possess negative effects or require specific summoning methods. The gaining LP effect isn't bad, if the attack wasn't so massive. The fact it is a trap means it can act as a wall as well, by activating it in your opponent's turn. To make a card like that fair, it needs either 1200+ reduce in ATK, and in that case you can buff the effect or 1200>800 ATK reduction and to lose the not treated as a trap clause.The spell cards are fine. Nightmare Fuel recycling itself is fine, except for the fact these cards don't seem to have any way to draw outside the draw phase themselves but I'm guessing you're thinking Upstart Goblin or Allure of Darkness to compensate. Seeing how the main deck monsters can be searched by it, Lucid Nightmare will probably need a OPT clause to avoid you just dumping 3 as quick as possible to search really fast. The pay effect could probably do with being changed so that it only heals the cost for monster effects to avoid Solemn abuse.The Nightmare Engines are a lot like the Masked HEROs in a way, as while they all have their plus points people are probably only going into a select few and very, very rarely go into one of the R9s as High Octane Nightmare Fuel (awesome name by the way) is the only way to summon them and that requires a pre-existing Nightmare Engine. All in all, the main problem with a lot of these is that you play it VERY fast and loose with restrictions, as in you put very few in. Link to comment Share on other sites More sharing options...
ChampionZero Posted June 6, 2016 Author Report Share Posted June 6, 2016 Alright, see that was more helpful! I do suck at OCG formatting, so that is probably why the restrictions are lacking so badly. As far as the effects of the... less admirable Nightmare Engines, what would you suggest? I've blanked out their bonus effect, but I don't know what to replace them with. I mean i want them to fit flavor-wise, and that's what's killing me here. Part of me wants to just scrap the whole thing and have "Nightmare Engine" just be one Xyz Monster, and expand on the Nightmare Fuel Spells instead. Link to comment Share on other sites More sharing options...
ChampionZero Posted June 8, 2016 Author Report Share Posted June 8, 2016 Bump. I need ideas for the monsters' effects. Preferably ones that fit the phobia they're named after. Link to comment Share on other sites More sharing options...
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